How Does Bitcoin Mining Work? - Investopedia

Bitmix.biz - How does this Bitcoin mixing service work?

Bitmix.biz - How does this Bitcoin mixing service work? submitted by Crypto-Economy to cryptoeconomynet [link] [comments]

Bitcoin Mixing, how does it all work?

Hello!
I can't seem to find a good explanation online but I'm wondering how do bit coin mixers work? My understanding of bitcoin is that once you know a persons unique identifier than they can always be traced through the system. However, Bitcoin's wiki page mentions that mixers attempt to obfuscate the trail by "mixing" the bitcoin with others - much like structuring would in the banking world.
How do they work? I'm really interested in this from a technological stand point. Enlighten me Reddit!
submitted by TDOie to Bitcoin [link] [comments]

Putting $400M of Bitcoin on your company balance sheet

Also posted on my blog as usual. Read it there if you can, there are footnotes and inlined plots.
A couple of months ago, MicroStrategy (MSTR) had a spare $400M of cash which it decided to shift to Bitcoin (BTC).
Today we'll discuss in excrutiating detail why this is not a good idea.
When a company has a pile of spare money it doesn't know what to do with, it'll normally do buybacks or start paying dividends. That gives the money back to the shareholders, and from an economic perspective the money can get better invested in other more promising companies. If you have a huge pile of of cash, you probably should be doing other things than leave it in a bank account to gather dust.
However, this statement from MicroStrategy CEO Michael Saylor exists to make it clear he's buying into BTC for all the wrong reasons:
“This is not a speculation, nor is it a hedge. This was a deliberate corporate strategy to adopt a bitcoin standard.”
Let's unpack it and jump into the economics Bitcoin:

Is Bitcoin money?

No.
Or rather BTC doesn't act as money and there's no serious future path for BTC to become a form of money. Let's go back to basics. There are 3 main economic problems money solves:
1. Medium of Exchange. Before money we had to barter, which led to the double coincidence of wants problem. When everyone accepts the same money you can buy something from someone even if they don't like the stuff you own.
As a medium of exchange, BTC is not good. There are significant transaction fees and transaction waiting times built-in to BTC and these worsen the more popular BTC get.
You can test BTC's usefulness as a medium of exchange for yourself right now: try to order a pizza or to buy a random item with BTC. How many additional hurdles do you have to go through? How many fewer options do you have than if you used a regular currency? How much overhead (time, fees) is there?
2. Unit of Account. A unit of account is what you compare the value of objects against. We denominate BTC in terms of how many USD they're worth, so BTC is a unit of account presently. We can say it's because of lack of adoption, but really it's also because the market value of BTC is so volatile.
If I buy a $1000 table today or in 2017, it's roughly a $1000 table. We can't say that a 0.4BTC table was a 0.4BTC table in 2017. We'll expand on this in the next point:
3. Store of Value. When you create economic value, you don't want to be forced to use up the value you created right away.
For instance, if I fix your washing machine and you pay me in avocados, I'd be annoyed. I'd have to consume my payment before it becomes brown, squishy and disgusting. Avocado fruit is not good money because avocadoes loses value very fast.
On the other hand, well-run currencies like the USD, GBP, CAD, EUR, etc. all lose their value at a low and most importantly fairly predictible rate. Let's look at the chart of the USD against BTC
While the dollar loses value at a predictible rate, BTC is all over the place, which is bad.
One important use money is to write loan contracts. Loans are great. They let people spend now against their future potential earnings, so they can buy houses or start businesses without first saving up for a decade. Loans are good for the economy.
If you want to sign something that says "I owe you this much for that much time" then you need to be able to roughly predict the value of the debt in at the point in time where it's due.
Otherwise you'll have a hard time pricing the risk of the loan effectively. This means that you need to charge higher interests. The risk of making a loan in BTC needs to be priced into the interest of a BTC-denominated loan, which means much higher interest rates. High interests on loans are bad, because buying houses and starting businesses are good things.

BTC has a fixed supply, so these problems are built in

Some people think that going back to a standard where our money was denominated by a stock of gold (the Gold Standard) would solve economic problems. This is nonsense.
Having control over supply of your currency is a good thing, as long as it's well run.
See here
Remember that what is desirable is low variance in the value, not the value itself. When there are wild fluctuations in value, it's hard for money to do its job well.
Since the 1970s, the USD has been a fiat money with no intrinsic value. This means we control the supply of money.
Let's look at a classic poorly drawn econ101 graph
The market price for USD is where supply meets demand. The problem with a currency based on an item whose supply is fixed is that the price will necessarily fluctuate in response to changes in demand.
Imagine, if you will, that a pandemic strikes and that the demand for currency takes a sharp drop. The US imports less, people don't buy anything anymore, etc. If you can't print money, you get deflation, which is worsens everything. On the other hand, if you can make the money printers go brrrr you can stabilize the price
Having your currency be based on a fixed supply isn't just bad because in/deflation is hard to control.
It's also a national security risk...
The story of the guy who crashed gold prices in North Africa
In the 1200s, Mansa Munsa, the emperor of the Mali, was rich and a devout Muslim and wanted everyone to know it. So he embarked on a pilgrimage to make it rain all the way to Mecca.
He in fact made it rain so hard he increased the overall supply of gold and unintentionally crashed gold prices in Cairo by 20%, wreaking an economic havoc in North Africa that lasted a decade.
This story is fun, the larger point that having your inflation be at the mercy of foreign nations is an undesirable attribute in any currency. The US likes to call some countries currency manipulators, but this problem would be serious under a gold standard.

Currencies are based on trust

Since the USD is based on nothing except the US government's word, how can we trust USD not to be mismanaged?
The answer is that you can probably trust the fed until political stooges get put in place. Currently, the US's central bank managing the USD, the Federal Reserve (the Fed for friends & family), has administrative authority. The fed can say "no" to dumb requests from the president.
People who have no idea what the fed does like to chant "audit the fed", but the fed is already one of the best audited US federal entities. The transcripts of all their meetings are out in the open. As is their balance sheet, what they plan to do and why. If the US should audit anything it's the Department of Defense which operates without any accounting at all.
It's easy to see when a central bank will go rogue: it's when political yes-men are elected to the board.
For example, before printing themselves into hyperinflation, the Venezuelan president appointed a sociologist who publicly stated “Inflation does not exist in real life” and instead is a made up capitalist lie. Note what happened mere months after his gaining control over the Venezuelan currency
This is a key policy. One paper I really like, Sargent (1984) "The end of 4 big inflations" states:
The essential measures that ended hyperinflation in each of Germany,Austria, Hungary, and Poland were, first, the creation of an independentcentral bank that was legally committed to refuse the government'sdemand or additional unsecured credit and, second, a simultaneousalteration in the fiscal policy regime.
In english: *hyperinflation stops when the central bank can say "no" to the government."
The US Fed, like other well good central banks, is run by a bunch of nerds. When it prints money, even as aggressively as it has it does so for good reasons. You can see why they started printing on March 15th as the COVID lockdowns started:
The Federal Reserve is prepared to use its full range of tools to support the flow of credit to households and businesses and thereby promote its maximum employment and price stability goals.
In english: We're going to keep printing and lowering rates until jobs are back and inflation is under control. If we print until the sun is blotted out, we'll print in the shade.

BTC is not gold

Gold is a good asset for doomsday-preppers. If society crashes, gold will still have value.
How do we know that?
Gold has held value throughout multiple historic catastrophes over thousands of years. It had value before and after the Bronze Age Collapse, the Fall of the Western Roman Empire and Gengis Khan being Gengis Khan.
Even if you erased humanity and started over, the new humans would still find gold to be economically valuable. When Europeans d̶i̶s̶c̶o̶v̶e̶r̶e̶d̶ c̶o̶n̶q̶u̶e̶r̶e̶d̶ g̶e̶n̶o̶c̶i̶d̶e̶d̶ went to America, they found gold to be an important item over there too. This is about equivalent to finding humans on Alpha-Centauri and learning that they think gold is a good store of value as well.
Some people are puzzled at this: we don't even use gold for much! But it has great properties:
First, gold is hard to fake and impossible to manufacture. This makes it good to ascertain payment.
Second, gold doesnt react to oxygen, so it doesn't rust or tarnish. So it keeps value over time unlike most other materials.
Last, gold is pretty. This might sound frivolous, and you may not like it, but jewelry has actual value to humans.
It's no coincidence if you look at a list of the wealthiest families, a large number of them trade in luxury goods.
To paraphrase Veblen humans have a profound desire to signal social status, for the same reason peacocks have unwieldy tails. Gold is a great way to achieve that.
On the other hand, BTC lacks all these attributes. Its value is largely based on common perception of value. There are a few fundamental drivers of demand:
Apart from these, it's hard to argue that BTC will retain value throughout some sort of economic catastrophe.

BTC is really risky

One last statement from Michael Saylor I take offense to is this:
“We feel pretty confident that Bitcoin is less risky than holding cash, less risky than holding gold,” MicroStrategy CEO said in an interview
"BTC is less risky than holding cash or gold long term" is nonsense. We saw before that BTC is more volatile on face value, and that as long as the Fed isn't run by spider monkeys stacked in a trench coat, the inflation is likely to be within reasonable bounds.
But on top of this, BTC has Abrupt downside risks that normal currencies don't. Let's imagine a few:

Blockchain solutions are fundamentally inefficient

Blockchain was a genius idea. I still marvel at the initial white paper which is a great mix of economics and computer science.
That said, blockchain solutions make large tradeoffs in design because they assume almost no trust between parties. This leads to intentionally wasteful designs on a massive scale.
The main problem is that all transactions have to be validated by expensive computational operations and double checked by multiple parties. This means waste:
Many design problems can be mitigated by various improvements over BTC, but it remains that a simple database always works better than a blockchain if you can trust the parties to the transaction.
submitted by VodkaHaze to badeconomics [link] [comments]

Small reviews of (I think) all incremental games I've ever played on Android

I don't know if this will be useful to anyone. So I write a line or two about every game I play, and decided to find all the incremental in my game journal and post them here. It starts with the latest games I've played and I think goes back to several years back. One thing I've realized is I have such a love-hate-hate relationship with this genre since I think I've hated 90% of the games and 100% of myself after each incremental phase. I usually angrily stop playing them for a while and restart them again, so this is more or less a journal of addiction, I suppose.
THE BEST GAMES I'VE PLAYED ARE THESE (no order):
  1. Kittens Game
  2. Antimatter Dimensions
  3. Oil Tycoon
Honorable Mention: Eggs, Inc
The rest: more or less hated it
Additional comment if you decide to scan through it, I complain a lot, so it is perfectly reasonable and normal to think, "why the fuck are you even playing these games, idiot??".

------
Time Idle RPG
This game was confusing. It tells me the game's resources is time, where you get 1 of it every second, but that's not really something as unique as I assumed. It would have been cool if time as resources meant you used it to deal with something related to time. Maybe time travel? Maybe slowing and speeding time?
Instead time as resource buys you stuff like a library. And then you buy a camp or something. Honestly, I wasn't really feeling it.
2
Path of Idling
The biggest cardinal sin for me when it comes to incremental is when a game has a lot of features and it just completely throws them all at you instantly. The joy of a great incremental is how things slowly open up and each new achievement feels progress.
The game is a RPG game and these are the things that opened up for me in the first few hours.
Combat which includes normal fighting, dungeon, raid, boss, PVP (locked, but it just needs an ascend, which I haven't done)
Skills
Hero upgrades which include Passive (strength, defence, stamina, intelligence), Train, and a huge Tree
Town which you can buy workers who get you various things like gold, orbs, knowledge, etc. You can upgrade stuff here.
Quest that also includes Perks and Skill quests.
Gear which 5 equipment slots, plus craft plus trade plus smelt
Also gear for your Pet, which is also another tab!
Now, here is the thing. Because I have all of this pretty much instantly, I don't really know which ones are helping me go past a well. How is adding 10 points in strength helping me? Should I have added five in strength instead and five in defence? I have already bought 20 or so upgrades in the Tree, but I have no idea if I am made the optimal choice. There is no real excitement with getting new gear. And so on.
The dev has added a lot of features, now it's time to rework the game, and have the features take their time.
2
Idle Slayer
The game is like a super simple platformer. Your character is running and any enemy it hits, it automatically slays it. There is no HP, and all enemies die in one shot. Your only active play is jumping occasionally to grab coins or hit the flying enemies. Also, you have a run skill that has a cool down.
With the coins, we get new weapons that give us more coins. Enemies give us souls which is used for the prestige system that provides us with an interesting skill tree which provides a lot of choices on the path you want to do in terms of upgrades.
So far excellent, however, the game has an extremely serious issue of pacing. The game initially progresses so fast that in the first hour or so, you get almost all the weapons aside from the last two, which then grinds down to a snail pace. You can upgrade your past weapons, but they never really get into play again. Reaching high levels of past weapons sometimes gave me upgrades of that weapon of 10,000% but they still did nothing to my overall coin per second. I think the pacing needs to be fully reworked. It would have been nice to get new weapons after certain prestige cycles, so that every new weapon feels like we have passed a significant wall. The best part of an incremental game for me is to face a wall, and when I finally break it, I feel powerful again for a while. This game feels like this though, powerful powerful powerful powerful WALL........break it....WALL. And so on. I'm still playing it as I want to get some of the skills, but I feel like it could have been so much better.
4
Exponential Idle
A very back to the foundation kind of incremental. The premise is that you are a student and working on a formula. There is a neat story where as you progress in the game, your character progresses through university. Each upgrade gives you more and more automation until I reached a stage where I would check back once every 2 or 3 days, click a 2nd layer prestige reset, and close it. Meaning the game was something like 5 seconds of game player every 2 days. I just opened it for this review and realized I had reached the end game. The story wraps up and it tells me "You can take a rest. Travel a bit. Go outside!" NO, DON'T TELL ME WHAT TO DO GAME.
3
Factoid
Factoid & Spark should have the same review as they are almost the same game with only small differences. The games are the most basic kind of incremental, where you buy something with resources, until you get the next thing which gives you more of the resources. Both give you upgrades to speed things up, and finally prestige and it's own prestige upgrades. That's it. It's nice little change of pace from all the recent incremental that sometimes do too much, but obviously due to the very simple nature of it, it does eventually feel pointless, specially after you more or less open up everything and the prestige upgrades just keep repeating.
3
Spark
Factoid & Spark should have the same review as they are almost the same game with only small differences. The games are the most basic kind of incremental, where you buy something with resources, until you get the next thing which gives you more of the resources. Both give you upgrades to speed things up, and finally prestige and it's own prestige upgrades. That's it. It's nice little change of pace from all the recent incremental that sometimes do too much, but obviously due to the very simple nature of it, it does eventually feel pointless, specially after you more or less open up everything and the prestige upgrades just keep repeating. 3
Antimatter Dimensions
Easily top 5 incremental on mobile. Does everything perfectly. You progress nicely, and when new features open it, not only is it rewarding but more importantly, it keeps adding new dimensions (lol) to the game. I'd at the end game as I write this, and I realize that there was no point in the game where it felt stale. Each new prestige layer made the game feel fresh and almost like a new incremental game.
5
Melvor Idle
It seems this game was mainly aimed at Runescape players, which is probably why it didn't click for me. It also run extremely slow on my phone which also played a part in me not really getting into.
2
A Girl Adrift
The animation is really pretty and is a nice change of pace for incrementals, but I didn't really like the too much active play. Really had to keep going back and forth to different areas to do the fishing which got too repetitive for me.
You travel to different areas of the map to catch fish, which you get points and then you upgrade stuff, but I didn't really find any real excitement about the upgrades because I kept having to go back to previous areas to fish similar creatures.
3
Archer: Danger Phone
I'm really annoyed how terrible of a game this was. Two things I like, the TV show "Archer" and incremental games, and it's done in the most lazy manner. The game is the worst aspect of idle games where it's just a straight path of clicking the next upgrade with absolutely zero decision making. Every once in a while there is a mini game where Archer gets to shoot others but it's done in the most basic form of early 2000s flash games, where the animation budget is probably 3 dollars. Same static background and both enemies and Archer have just two animation frames. The absolute laziness of it is almost insulting to the player, because it feels like we aren't even worth the effort.
There is an Archer story in the game which develops really fast, which is the only positive part, but no voice acting is again another evidence that the creators of the game weren't given any budget for this.
1
Home Quest
This game is way too slow. You have to collect materials to build your settlement but everything takes time, so you click for a few seconds, and then you have to leave the game. Which I'm fine with, but the problem isn't the idle part of it, it's how the idle part of it combines with constant checking of the game which annoys me. I like an idle game where you forget to start the game for a day, you come up to a lot of resources, but this is a game which needs you to check back in every 30 minutes or an hour to really get anywhere. I felt that the micromanagement was getting worse as I progressed (without any actual thing to do when I am active in the game) that made me give up.
2
Idle Industry
This is probably an interesting game, but I gave up because the one thing I really disliked was the amount of resources and manufacturing that very quickly opens to you. You can buy raw materials, and you can either sell these raw materials or turn them into finished goods and sell them either. And each of these has several upgrade options (increase selling price, increase production, etc). Without even really getting too deep into the game, I have around 20 raw materials and around 30 finished products. A satisfying part of this genre is to have things slow open up for you, which gives me a decent feeling of satisfaction. But the money I got would quickly open up new products, so I would just jump ahead and purchase more expensive ones, and after a while I had a lot of materials and products at zero, and was instead focusing on latter ones.
2
Masters of Madness
Somewhat neat atmosphere and visuals, but too much active clicking. Click, upgrade to get more per clicks, get minions to get you some points without clicking, typical clicker, but with the added benefit of almost no idling. I like idling incrementals but clickers is a hard no from me.
1
Soda Dungeon 2
Basically similar to the first one, as far as I could tell. I did "finish" it but maybe I shouldn't have, since it really is the same thing from early on, specially once you get all the heroes and you kind of sort out which characters work best, then it's just the same. But because it was somewhat short and no real wall, it was at least easy to stick to it to the end.
2
Bacterial Takeover
Played for a decent amount and was actually more interesting that I thought, given the buttload of ad incentives. You create and upgrade bacteria, attack planets, and eventually go into a blackhole to prestige. Most of the game was good, but the part that killed it for me was the prestige system. Once you prestige, planets get super easy to attack, which becomes a lot of active play. I realized that each prestige was taking me at least 30 minutes to get to where I was, and it was just meaningless clicking. It got to a point where I was putting off prestige because it seemed like it would be a hassle so I stopped.
2
LogRogue
Cute graphics. The hero sort of hopping to hit the tiny monsters is cute to look at, but how long can you look at it and do nothing before you realize that it's boring? I suppose this is a game where it's just not for me. I don't like to have my phone open on a game and just watch it like a crazy person and do nothing. My rule is simple for incrementals. While the app is open, be active, if there isn't any choices to make, close the app while resources build up or whatever. I don't like it being open while I do nothing.
3
A Kittens Game
Incremental games are so strange. I get in and out of the phases. I loved this for so long and so obsessively that I wanted to only play incremental games. And then, just like that, I was wondering why the fuck I was wasting my time with this. Has happened countless times before.
But still probably the best incremental ever.
5
A Dark Room
An incremental cult classic of sorts but I don't find it really matches the genre. There is a bit of incremental at the beginning with people huts and stuff but then its just a ascii exploring game, which wasn't interesting to me.
2
Little Healer
Saw it mentioned in the Reddit incremental forum in one of the posts and thought it was a healer themed incremental which sounded neat. But it's like being a healer in a raid in World of Warcraft without any if the extras. Just a couple of bars representing your team mates and you healing them while they fight the boss. I didn't even like playing the healer in WoW so no way would I play this game.
1
Clickie Zoo
Started playing for a few days until I realized there a beta released with the dev reworking the game completely from scratch and releasing it as "Idle Zoo Tycoon". So, played that instead but this seemed like a game I would enjoy anyway.
4
Idling to Rule the Gods
The UI and one drawing if your character is really ugly enough to be distracting to me. The game, seemed interesting and I eventually was into it, but seems like a game that has been constantly being updated, which is not always a good thing, because features are obviously updated regularly to it, making the whole thing a bit bloaty.
I guess, this is the problem with this game for me, it's too fat. Also, one main part of the game is that your character creates Shadow Clones up to a maximum limit. Which is fine except the clones can't be made in offline mode. This might not be a big deal in its original web browser game but that doesn't work as well in a mobile format.
2
Realm Grinder
This is one of the really popular incremental and it's fanbase seems to love it for it's depth, but to be honest, I don't play these games for the depth, I play it for the simple dopamine rush of doing the same thing over and over again. It relaxes.
Although, I didn't even get to the depth part because I dislike games where it rushes in the beginning. I constantly bought buildings, got spells, and got upgrades without even looking at the description. Apparently, later on, we can get complicated race upgades, which seems not what I'm looking for in such a genre.
2
Spaceplan
A short (!!) incremental with an actual story (!!!). That's two cool points for it but unfortunately, the game mechanics of increment genre isn't so good. It's a space game with nice visuals and a great ending (cool music set to cool graphics) but the game itself wasn't really that fun. This same exact game would have been better in a different genre (maybe something like "Out There"?)
3
Zombidle
Felt like idle games again and this is the kind of examples that kept me away. Too much clicking and seems like advancement will start to get irritating since it relies on IAPs
2
Eggs, Inc
While I was playing it, Eggs, Inc was probably my favorite Android game I had ever played. But like most incremental games, there comes a moment when I suddenly stop and think, what am I doing?
Because there is something fascinating about Incrementals. Their addictiveness is in a way the whole point. An incremental is less of a game and more an act of electronic addictiveness. What's the point?
Eggs, Inc is a very well made and fun incremental but even the best in its genre is still pointless.
4
Castle Clicker
Supposedly a mix of incremental and city building but didn't really find out since the clickings were way to much. I know this is supposed to be the genre but I like the incremental part more than the tapping part. This seemed to be a good way to hurt your fingers.
2
Endless Era
This RPG clicker game is like other such games but with horrible GUI and animations. Tap tap tap. It's my fault for downloading such games. Why would I ever think this would be fun???
1
Idle Quote
An incremental game with a unique twist. This time we get to make up quotes! The first negative about the game and this irritates me a lot is most of the quotes are fake. A quick search on Google and this proves it. Quotes are generally attributed to Buddha or Ghandi or shit like that and it's usually fake like most quotes on the internet. This kills the major possible advantage of the game because I thought coming up with arbitrary words would at least give me some quotes to learn. Aside from the this, the game isn't fun either because it slows down very quickly meaning you combine words very slowly at a certain stage of the game and then it becomes a boring grind.
2
Monster Miser
An incremental game with almost no graphics. We just see character portraits of monsters which we buy and then upgrade until we buy the next monster. Eventually we prestige which gives us multipliers. The only game choice is choosing between two monsters with each new monster with unique benefits. Annoyingly there is a max limit which I wish didn't exist because I wanted to prestige so much that I would be over powerful in upgrading like that "Idle Oil Tycoon". Still, pointless but reasonably fun.
3
Pocket Politics
An incremental take on politics sounds fun but it's so generic that it could have been about anything. A Capitalist idle game or a cooking idle game, it wouldn't matter. IAP was also the usual shitty kind.
1
Time Clickers
A shooter incremental sounds like a cool twist but it's not a FPS like I imagined it would be. I'm just stuck in a room and I was shooting blocks. Upgrades didn't give me any enjoyment since I was shooting fucking blocks.
1
Tap Tap Fish - Abyssrium
I thought this was going to be relaxing incremental but the ridiculous and generic IAPs and all the social integeration spoil it. Too much time is spent in them asking you to buy or share or tweet or post or give them a blowjob. And there is nothing relaxing about that.
2
Cartoon 999
Incremental game about comic book writers, but not the marvel DC kind, it seemed to be the webcomic one and I think it's a Korean developer so all the characters and injokes made no sense to me. The whole thing was just targeted to a very specific audience.
2
Dungeon Manager
Incremental games need to be simple but this is beyond simple, it's just upgrade a fighter to level 5, go to next dungeon character, do the same, and just continue without any of the delicious balancing of upgrades like other idle games.
2
Final Fortress
Incremental games are already pointless but when it's super heavy on IAP than its also annoying, but when it always has bugs that doesn't register my offline earnings, then it just needs a uninstall in its face.
The zombie skin was also crappy.
1
Mana Maker
Here is how I know this clicker isn't very good. It doesn't make me hate all clickers and my life and mobile gaming in general for being so addictive and pointless.
So fail, sorry.
2
Infinity Dungeon
The usual incremental RPG that I should probably never play again. Starts simple enough and then gets more or a chore as you play.
1
Another incremental game which I had promised myself not to play anymore because they are so pointless and repetitive and endless. Well, this wasn't infinite and had a goal at 999 level so I thought it was good but while the humor was cute, the game did become very repetitive. Every 10 levels the slimes changed but after every 100 levels the whole thing restarted and while the monsters got stronger, I seemed to get even stronger. So the game became easier as I progressed and there was no more challenge. By level 800, I gave up.
2
Tap Dungeon RPG
Okay, I'm running out of ways to complain about those incremental RPG games that all have similar problems. It starts off reasonably fast and fun but soon it seems like I am in a data entry job. Doing the same thing over and over again with little changes.
1
Dungeon 999 F: Secret of Slime Dungeon
Another incremental game which I had promised myself not to play anymore because they are so pointless and repetitive and endless. Well, this wasn't infinite and had a goal at 999 level so I thought it was good but while the humor was cute, the game did become very repetitive. Every 10 levels the slimes changed but after every 100 levels the whole thing restarted and while the monsters got stronger, I seemed to get even stronger. So the game became easier as I progressed and there was no more challenge. By level 800, I gave up.
2
Tap Dungeon RPG
Okay, I'm running out of ways to complain about those incremental RPG games that all have similar problems. It starts off reasonably fast and fun but soon it seems like I am in a data entry job. Doing the same thing over and over again with little changes.
1
Tower of Hero
You start on the first floor of the tower and keep fighting your way up by summoning your heroes (by clicking) and recruiting other fighters, get upgrades, level up, and then, ugh, here is the typical incremental RPG part, restart, get items, and do it ALL over again.
There is something fun about restarting and getting slowly stronger each time but it also feels so pointless after a while. Such a pointless genre now that I have played a billion of such titles, heh.
3
Pageboy
Yet another incremental RPG which I have no idea why I downloaded because I'm sick of the genre. I played a pageboy to a knight who does the fighting while I collect the lot. I collect the loot, buy stuff for the knight, and eventually I restart to do the same thing again and get better items but this game I didn't even RESTART! Because fuck it! Fuck it!
2
Idle Warriors
The story is cute. Human population is regressing while monster population is on the rise. So the humans start enslaving monsters to mine for them! The brave warriors beat the crap out of monsters, kidnap the bosses, and enslave them. The animation of monsters slaving away while speech balloons above them talk about their wife and children is funny.
But the game itself is another RPG incremental which I should start staying away from. These games are like a chore for me nowadays because I'm doing the same crap again and again. The blame is probably on me because it seems like a reasonably solid game. But hey, fuck it, I PERSONALLY didn't enjoy it.
2
Tap! Tap! Faraway!
Any game that is remotely like Tap Titan scares me. They are addictive at first and very fast moving but after every restart gets more and more annoying. It soon turns into a time eating activity with the player having to redo the initial levels to get relics to get better items to progress further to restart to get relics to and so on until the player realizes how much time he is putting in the game for a repetitive activity.
2
Auto RPG
Now that is a title the game developers didn't spend too much time on. RPG battles are automatic but I can help out by clicking like a mad man. I started with one hero but would get additional members in my party as the story progressed. Party members receive skills as as they level up and while all the skill usage is automatic, it did give me a sense of progression which is extremely important in a RPG and which I think is usually lacking in incremental games. It usually starts feeling useless but in this game at least there are new maps, new members, and an actual end sight!
There is an infinity stage once the last boss is defeated but I am glad the infinity stage happens AFTER the end and it's not the game itself.
4
Merchant
Hire a hero and send on to battle. The battles is done automatically and takes time, starts with something short like 10 seconds with each battle taking longer. The loot is raw materials which can be used to craft equipment which also takes real life time with better items taking longer. The crafted items can either be sold or equipped to the hero to make him be able to fight stronger monsters.
I was worried I would hate the longer crafting and fighting times because I hate games which I have to watch for a task to finish but even though the durations for longer, I had more to do. However, I don't know what would have happened in the end game because I gave up on it. New maps were exactly like the first map just with different heroes but the progression was similar in each level which felt that I was doing the exact same thing all over again but with longer task times.
2
Idle Oil Tycoon
This is the best idle game I played. It's graphics aren't just minor, they are none existent. It's just numbers, so basic that my sister thought I was on a stock market app.
It's such a simple concept. Invest, get oil, upgrade then like other idlers restart to get a bonus and do the full thing all over again. When I finished the game, I played the unlimited mode which I played until the unlimited mode couldn't handle the numbers anymore.
5
Soda Dungeon
This kind-of Idle Dungeon was great. I started with weak ass fighters who would fight on my behalf while I collected the loot. I then got to use the lot to upgrade the sofa bar to recruit more adventurers. Not sure why it was a sofa bar. Maybe they wanted to make it a family game and not have alcohol? Sounds weird but the sofa element in a RPG game sounds weirder.
The game only hit a brick for me when, like most other incremental games, there is no real closure. Once I thought I bet the big bad guy, it just goes on, harder but similar enough with no end in sight. Eventually, we have to stop playing right, but it always feels a bit like a let down when I don't feel like I have finished the game.
4
10 Billion Wives Kept Man Life
The two games from this company, 10 Billion Wives and Kept Man Life, have similar strengths and weaknesses.
I liked the silly premises from both. In 10BM, I had to get married as much as I could, using the loves I collect to marry more expensive wives! In KML, I'm a boyfriend who doesn't work and I have to please my career gf so she would take care of me.
Both start reasonably fast and I was willing to grind through difficult parts but the end game is like a brick wall. Passing through it to get all the achievements is pretty much impossible unless one puts in way too many hours. And it's a shame because I really wanted to get all the achievements to see all the tiny little extra stuff.
3
Adventure Capitalist
One of the better incremental games, but now that I am out of the short lived incremental fan phase, I realized how dumb the genre is. Tap, tap, tap, upgrade, do this a million times, reset, and do it all over again like a moron. The game does deserve credits for me acting like a moron and playing it for so long but I also cheated and got free cash and then if occupying became even more pointless.
3
The Monolith
A combination of an incremental and a civilization building game seemed like an excellent idea and in some ways, it was, specially how we get to upgrade through the ages from cavemen to futuristic. But no offline feature means that the resets aren't enticing.
2
USSR Simulator
An incremental game that has a great theme (USSR!) but absolutely horrible to enjoy, even though I did stick to it. After a certain upgrades, the game just turned into me popping in the game, clicking an upgrade and then forgetting about the game for a few days.
2
RPG Clicker
They should call these games tappers not clickers. We are not clicking anything on a touchscreen device. Anyway, tap tap tap level up buy weapons tap tap and uninstall.
1
Logging Quest Logging Quest 2
[Review is for the original and its sequel]
There is not much of a difference between the game. I actually played them both at the same time because the actual game is offline. You choose your hero, send them to a dungeon, and then come back to the game after a while to see how well they did. I thought an offline RPG like this might be interesting but then, if you don't really play a game, how much fun can it be?
1
Another pointless incremental. I was in an incremental phase and got so many incremental games that I know realize were absolutely pointless.
Hit a tree, buy upgrades, get a new hero, and continue hitting a tree. Not much offline it seems which is what I like about incrementals.
1
Galaxy Clicker
A space incremental that should have been a lot of fun. You get to upgrade your spaceship and buy new ones and explorer new planets. But first of all, the interface is so ugly that it makes playing the game less enjoyable. And a lot of things I didn't really get no matter how much I would play like the full exploring planets. The spaceships were nice, so it could have been fun.
2
Megatramp
A pretty pointless incremental kind of game. You are a tramp and then you can collect money to buy upgrades to make more money, with no strategy needed, nor any effort needs to be made to hurt your brain cells.
1
Inflation RPG
It supposed to be some kind of incremental RPG, I think, which has you resetting and getting more powerful and then fighting monsters to get insane levels. It is very unique but I couldn't get into it.
2
Widget RPG
Are you fucking with me? This is button bashing rpg in the most extreme manner. You get a widget, so you don't even have to open the game and distract yourself from the button bushing. Just click the button and the game plays behind the scenes and gets you experience, loot, and kills.
It's a ridiculous idea that is fun for a few minutes to see what they come up with but there is only so much button bashing you can do.
2
Capitalist Tycoon
I downloaded this game because I was in an incremental/idle game phase and really enjoyed AdVenture Capitalist. But this game is nothing like that. On the surface, it seems similar, buy small investments, make money, buy bigger investments, and so on.
But with this game, there is no offline mode, and you keep having to wake up managers, AND the goal is to see how much you make in one year. Bah. I prefer the incremental approach which makes you build and build and build, not try to rush it in just a year.
2
Clicking Bad
An incremental clicking game that is themed after Breaking Bad. It is a fun idea it's a very simple game with little to do aside from the obvious of upgrading and upgrading. The only twist might be to balance out making lots of money selling drugs and not attracting the law but even that is only a small challenge at the start. Eventually, you will get enough upgrades to bring the law risk so down that it makes no impact on the game play.
2
Zombie Tapper
A super basic incremental clicker game with a zombie team. Click click click to eat brains, use brains (?) to buy zombies to do the brain eating for you and then buy upgrades for your zombies, and buy new zombies and it all feels very pointless.
1
Bitcoin Billionaire
I started to enjoy incremental games, but it needs to have a good offline mode, because I don’t want to just play a game where I keep tapping. But that doesn’t mean I didn’t play. I played it, and I played a lot of it, because I could reset the game (like most incremental games) and it gives you a small benefit where you could finish the full game a bit faster (it gives you bonus income). So, I kept finishing and resetting, and each time the start to finish would shorten, so I thought I would reach a stage where I could finish each start-to-finish in an instant! It didn’t happen. I got bored first.
3
Tap Titan
An addictive tapping game. Just tap on the creatures, level up, get new skills, hire heroes, and then reset and to it all over again to progress further. It’s an incremental game where it depends on resets to progress, but no real offline bonus, so you have to be playing online. Which got boring, so I installed an app that does the tapping for me, which is actually a stupid way to play the game, but this isn’t an attempt to prove to anyone my intelligence. Anyway, thankfully something went wrong and my progress got deleted, WHICH WAS A GOOD THING, because the game was extremely addictive.
4
God Squad
I’ve realized most incremental games are stupid. Tap on monsters to kill, collect gold, buy Roman Gods, level them up, fight other monsters, and then get bored.
1
submitted by madali0 to incremental_games [link] [comments]

[Guide] How to make money in EFT

EDIT : Thanks to everybody for pointing out the few mistakes/improvements that can be made in this new-player level guide.
For the sake of summarizing here :
- Intel documents are NOT worth 250k. I didn't check them on the flea before writing this and for some reason I always remembered them at 250k. Game is in maintenance so I can't check the real price. That being said, it's still profitable to craft USB into Intel, it's just not x2 profitable.
- Scav case : moonshine / intel docs, some people seem to say they've never been profitable. I personally *did not* measure those, I eyeballed it. I'm working on so much shit that I didn't bother. On average I think that I'm in a net positive, but it's as believable as people saying they're not : without proof we can't really say for sure. That bein said, it's certainly more profitable to run lower-tier scav runs that are *faster* when you're online, and to run a moonshine or intel when you log off. It's more efficient to get a lot of runs while you can re-start them every time.
- Crafting moonshine : It's not profitable to spam it ; I was under the assumption that the average player who will read this will usually not play for 4-5 hours straight and will end up collecting yesterday's moonshine, craft a new one, and that's it. If that's you're rythm then yes, spam it. If you intend to play more than one craft worth's of time, then you will craft moonshine faster than you can spend it, and it's not really worth to sell it on the flea except to up your market reputation for a small loss (about 10k). So in short : craft moonshine to be able to start a moonshine run for when you log off, but you don't *need* more than that.

Check this out

Here is some actual data on the lavatory !!

Hey everybody !

I know it can be a struggle to get a stable economy in this game, especially when you die a lot. Today I'm gonna try and give a few guidelines on how to make money safely, efficiently, fast, or in any other way we can think of.
If you're struggling to stay above the 15-20 million rouble treshold, this guide is definitely for you.
Very often I'll hear newer players say "Damn I can't seem to make money, I keep loosing. Every time I take gear I die instantly". There is some truth in that. Today I'll help you improve your survival rate, but most importantly I'll unbalance the other side of the equation. When you complain about losing a lot of money, I will help you spend less by a significant margin, as well as earn more. You'll also get rid of gear fera naturally.
Remember this throughout this very, very long read : It all depends on how you want to play, and how much. Some of these tips will not fit how you want to play the game, and like Nikita always says : this game is supposed to be fun before anything else.

1. Hideout

Safety Score : 100%
Reward : Moderate but very stable.
Maxing your hideout should be one of your top priorities, probably before telling your mom how much you love her every now and then. If you're not doing either of those, the big gamer in you knows what to do.
Early wipe, save your fuel for when you're online and playing. If you're playing, your generator should definitely be running and all your stations should be crafting something.
Once you have Medstation 1, Workbench 1 and Lavatory 2, you really have no reason to turn your generator off when you're playing.
Once you have the bitcoin farm, you should never turn off the generator.
Medstation :
Craft salewas and/or IFAKs permanently. They cost 8k and sell for 15k. That's a net profit of about 25k / hour for salewas, as well as never having to buy any.
Lavatory :
Always be crafting Bleach. If you have 2 empty blue fuel, use those empty cans to craft a Magazine case.
You can then keep the magazine cases until you've enough for your liking and sell those for a good profit.
The bleach you will use to buy the 6B47 helmets which are better than the SSh-68 helmets. Buying from 2x bleach barter at ragman level 1 means you get the helmet for 18k (instead of 33k on the market). This helmet has better head coverage, less slow/negative effects, less weight, has a slot for a mount, has +11 ergonomics AND is cheaper than the 22k SSh-68. That being said, it has a slight noise reduction that the Ssh does not have. If you wear headphones I'd say this is negligible but debatable. I prefer to have the extra protection and ergonomics for sure, considering it's slightly cheaper.

You can also barter for that helmet and instantly sell it back for a profit (five times) and level up ragman money requirements.
Bleach can also be traded for the Blackjack backpack at level 4, as well as the TTV rig at level 2. You should definitely do it.
Sell excess bleach on the flea market when the prices are around 10.5k or more. (around midnight Central European Time).
Workbench :
You can buy Power Cords and craft Wires forever and always make a profit. Buy in the morning and sell in the evening for better profits (CET timezone). For even more profit, you can craft gunpowders and ammo which tend to also be ridiculously pricy at night.
Buying grenades from Peacekeeper and crafting green (Eagle) gunpowder is a good way to make a lot of money and level up Peacekeeper.
Intel Center :
You main objective is to get this one to level 3 for reduced fees and better quest rewards, but also access to the bitcoin farm at level 2.
If you need FiR for quests, craft that. When you're done craft Intel Documents at all times (buy the USB), and use it for scav case or sell for a x2 profit. ( 3x40 for USB = 120, documents sell for 250)
Bitcoin Farm :
Once you have it, spend all your money on GPU until its maxxed, then level it up even more. The BTC farm is definitely worth it. At 50GPU you need to connect every 15 hours to clic. If you can't, keep it level 2 and connect every 24 hours to clic. Even at level 1 its worth. But its much, much faster at higher levels.
From 0 to 50 GPUs it takes about 30 days to pay for itself. GPUs should not be sold until you maxxed it.
Water Collector :
Must be running at all times. Buy the components if you don't have them.
Booze Generator :
Must be running at all times. Buy the components if you don't have them.
Scav Case :
Always have it running on moonshine, and use intel documents once you're done crafting one.
Nutrition Unit :
It's not really worth crafting sugar to put in the Booze gen, as the price for chocolate is pretty much = the price of sugar. So buy the sugar instead and craft something else. I tend to craft Hot Rods when the prices are good (morning) and then use them to barter 5.45 BS Ammo with Prapor or sell for a profit.

If you do all that, you should have about 150k an hour fairly easily. Don't forget to check it between every raid.

2. Traders

Safety Score : 100%
Reward : Quite good.
Once your mom has received all the love she deserves and your hideout is taken care of, you should have max traders (traders are a requirement for most of the hideout anyway).
Traders level 4 will net you much better prices on most mods and open very good barter trades.
Buy as much as you can from barter trades. You can buy almost everything from it, and it's usually at least 25% cheaper to buy the requirements and then do the barter. Ragman4 has the CPC Armored Rig which is level 5 armor, you'll get it for about 200k instead of 250k on the flea. The Slick is also much cheaper. The Blackjack backpack is literally half priced.
You can also NOT use what you barter and just sell it back to a dealer (sometimes the same from which you bartered) for a profit as well as having 2 times the loyalty money increase (from bartering then from selling).
Another good example is buying a Recbat 14k from the market, getting an ADAR for skier, selling it to Mechanic and winning 8k just like that. You can find every single barter that nets a profit yourself and just buy-resell and you'll probably make another 100k every reset, if you really are struggling and have the patience. I personally advise to just use the equipment for yourself unless you're levelling traders, but I wouldn't go as far as buying all profitable items every reset.
Every trader at every level has good barters. You can make a full decent kit at level 1 traders for about 40k roubles on barter, instead of 90 if you buy it all. (Paca for masks, helmet for bleach, ADAR for recbatt, salewa from craft, backpack, etc. all barters)

Bleach is beautiful and is coveted in the real world for its ability to cure diseases.

3. Modding

Safety Score : 100%
Reward : Very profitable.
Don't mod out of your reach. Don't mod Meta. If money is an issue for you, having +1 ergo won't change your life.
For example,
Priced at 10k roubles
Priced at 45k Roubles

See where I'm going with this?
If you have money, sure, go for the Shift. If you wanna have fun and try, sure, go for it as well. But if you're struggling, buy 4 cobras and mod 4 guns for the price of 1% recoil which will not make you a gamer god anyway.
Also, do NOT buy mods from the flea market when you see you can buy them from traders. Look at the top of the market, if the mod is greyed out, look at the price. It means you don't have access (yet). If the price is too inflated for you, find another mod. There are always other mods. You can make 2 AKMs that have a difference of 2% recoil and 4 Ergonomics and have a 150k price difference. It's up to you. When money is the issue, this was the answer.

Note : Some guns are inherently much more expensive. Guns shooting 5.56 or 5.45 tend to be more expensive than 7.62. AKMs are VERY good budget guns. They're a bit harder to handle, but you can get a fully modded AK for 150-200k, where as you will have an entry level M4 for that price. 7.62 PS ammo is also incredibly cheap while being decent. Play 7.62 if you're struggling with money. It's not meta, but it's far more than enough, trust me. You'll rarely lose fights exclusively because you had PS ammo in an AKM. Rarely.

4. Statistical loadout balance

This is fairly simple yet overlooked a LOT. To be accurate, you need data. Personally I kept it in an excel spreadsheet, if you're hardcore you should do something similar.

A somewhat relevant spreadsheet I used a wipe ago to measure some of my stats
What you need to know about yourself for this :
These will help us measure how much you fuck up or not.
Lets make it simple.
If you have a 500k loadout and you usually extract with 100k, at 10% survival rate, that means you will spend 500k x 10 = 5.000.000 roubles over 10 raids on average, die 9 times, and earn 100k once. This very obvious example shows the loss.
Basically we're gonna try and balance that equation so that you never lose money on average. You'll have ups and downs obviously, but over a week or two, it'll smooth things out for you, like math always does in a pleasant conversation with a girl.

So what can you do to improve that equation ?

4.1 Improve survival rate

Seems simple enough, DIE LESS. You do not need to be good, smart, or special to die less. If you die a lot, do something different. If you die less, try more of that. Explore statistical advantages through different gameplay.
What can you do to die less practically? Here is a list of checkboxes you can tick depending on your money, skill, mood, or any other factor like the map and sheer luck:
Do all that, it'll give you a LOT of data to actually improve by just doing something different without really being fastestronger, just smarter.
And I repeat : you can do some of it, all of it, it depends on what you like, what you're comfortable with, and the time/investment you're putting in the game. It's okay to play at your own pace.

4.2 Reduce gear cost

The second part of our "profit equation" above is how much gear you take with you. Using previous tips, reduce that cost. Barters, cheaper mods, etc.

4.3 Increase extracted value

This one is not as tricky as it sounds. Basically there are two ways to extract with more money in the backpack :
The goal is to pay for the gear you will loose when you die while making a profit on top. That one time you extract if you have a MBSS backpack, you'll need items worth like 50k per slot to break even. If you take a tri-zip, suddenly it's only 30k per slot. If you take a blackjack and blackrock from good old ragman, suddenly it's 10k per slot. So you can break even by looting crickents and DVD players almost.
See where I'm going ? Always take a tri-zip or bigger unless you're doing something special. That way you can afford to loot shitty areas, take less risk, and survive more while having a little less value.
We'll cover that in a minute, but there are ways to loot high value items, moderate value and low value. Those have also different risk/reward.

All of those are also map specific. In woods I'll often go with a 6B3TM armored rig for 40k, no helmet, 20k headphones and a sniper rifle. Rest is pouched so does not count. That's less than 100k investment. All players tend to have low value gear so I never extract with a lot either so it balances out. But on Woods, my survival rate is 20% instead of my overall 40%. So I know it's not a map I can reliably make money on, because I measured that accurately over time. This example is very common and should make sense to you.
Same goes for interchange where I have more about 50% survival but will tend to go in with 600k worth of gear, but will also often extract with over 500k quite regularly. Different ratios, different values, different purposes.
You can measure your own data if you're willing to do so, or you can eyeball it. Eyeballing it is much faster but very inaccurate because you will tend to include emotions in the mix when you die. You'll remember losses ~2x more than your wins (that's somewhat scientifically proven), and if you're eyeballing your loadout you might think you have 600k but really you might have only 450k. I would advise to go hardcore and measure it all for price, initial loadout, losses and earnings, for each map.

5. Money runs

Now money runs are vast and numerous. All include different levels of risk and reward. It's up to you once again to find what you're willing to do for the time it takes, the fun it will give you and how much it will actually help you. You can always try them all for ~50 raids the sake of trying something different and see how your data is impacted. it doesn't have to be 50 in a row if you don't want to. As long as you keep track of it it can be over a whole wipe. You'd have your data ready for the next wipe :) Faster is better though.

5.1 Hatchling runs

Safety Score : 100%
Reward : Very Variable. Mentally exhausting.
Those are incredibly money efficient. You're investing a gear of 0 value, so whatever you extract with is 100% win, so you cannot possibly lose money that way. Is it fun? Is it rewarding? I don't care, to each is own. Statistcally speaking, hatchling runs are an efficient way to make money.
They do however require a little bit of knowledge, but not skill. You'll be much more efficient at doing these kind of runs if you know where to go, what to look for, and how to get there depending on your spawn. That being said, such knoweldge is easily found ; it's nothing complex, it just takes time to learn. Once again, depends on how much you're willing to invest (if not roubles, time).

5.2 Scav runs

Safety Score : 100%
Reward : Low-ish
Scav runs are also incredibly efficient for the same reason as hatchlings. Except those have a cooldown. Statisticall speaking I have noticed you should always run your scavs as fast as possible on the map where you extract both the fastest and most frequently.
The explanation is simple, lets make it simpler :
The scav is a button that makes you earn free money. When you press it the button becomes unpressable for some time, when you release the button you earn money (sometimes).
That means you want to release the button as often as possible. And for that, you need to release it as fast as possible. It's that simple. So make scavs incredibly fast. I'm talking "Run through" fast.
Unless you're looking for FiR items or doing something specific like annoying a streamer, you should literally run straight to the extract every single time, and loot what you have that doesn't make you go out of your way too much. Usually I suggest factory, go in, kill a random scav, loot it, get out.
Two weapons is at LEAST 50k, 100 if they have a scope. There you go. That's 100k every 20 minutes (or less with intel center). That's MUCH BETTER than going up to 150-200k but taking 30 minutes to extract, and taking more risk by spending more time in the map. Every second you're in someone can shoot. Nobody can shoot you in the hideout.
The exception to that rule is Scavs with a pilgrim which you can take on your favourite loot-run map, probably interchange or reserve. There you should just fill everything you can and extract once you're full, no matter what you have. 30 crickents and an extra gun is fine.

5.3 Stash runs

Safety Score : Very
Reward : Okay
Those are very very safe and can be done with a pistol and a backpack only. Very cheap, quite unchalleneged, for a moderate reward. Just go on a map that you like and run around and loot all stashes until you're full, then get out. You can vary the map/route depending on the traffic of players. Interchange and shoreline are good contenders for that.
It'll net you easy money. Not great money, but definitely safe.

5.4 Loot Runs

Safety Score : Moderate
Reward : Quite alright
Once you have better knowledge/skill you can start having a specific route in a specific map, depending on a specific spawn. So it'll take time to learn. Usually very similar than a hatchling run except this time you bring moderate gear and go for moderate loots. For example, instead of going for fast techlight, in-and-out interchange, you can decide "alright I'll loot 100% of Oli and the computers in the back", it'll take time, but it'll make good loot. More money than stashes, definitely will see scavs to kill, and most probably some more pvp. More risk. If you win that PvP you have even more loot as well. But overall good reward.
Loot runs need to be "scheduled" and thought of after several tries, so you know how much you can take per person depending on backpack size. For example you can't say "lets loot oli" if you have a 5-man with blackjacks, you'll all be empty. Adapt.

5.4 PvP

Safety Score : Insane
Reward : Unreliably moderate
This one is pretty obvious. Very risky, unpredictable rewards. Usually better than loot runs when you survive. I won't elaborate on this, because if you're reading this far you're probably struggling in PvP. And the rest of this guide already covers a fair bit.

6. Insurance

Safety Score : "Meh"
Reward : Very profitable.
Now this is very, very important. Always insure your gear. Always.
If you die you will get stuff back, pretty much for free. If you're really struggling people won't loot your "trash", so you WILL get it back.
If you play in a group it's very likely that people will hide your stuff too.
And most importantly : you can insurance fraud. This is the best way to balance the equation we talked about earlier. If you find a decent-ish gun, replace yours. You drop your initial investment by a significant margin, you will definitely get it back, and if you extract it's a flat profit. Weapons don't take inventory slot, so if you have two weapons that are not yours initially they will usually pay for your whole gear. I have quite often left my super-mega-modded HK just for an average M4 or other weapon that I can fight with, just so I can reduce my investment by 350k and up my reward by like 200k instantly. Replace your headphones all the time too, that's an easy -30+30k, same with helmets. even if it's a bit broken or slightly worse.
If you're struggling with money, try to leave every raid with at least 3-4 pars of your equipment that aren't yours initially.
But value the risk behind this. I won't leave my slick for a Paca at the third minute of a raid just to have that extra 28k. I won't leave my meta-modded HK for a naked mosin. But if it seems decent/doable, do it. It will pay off. Because even if you die, you still get your shit back, and gun is usually the most expensive part of the gear.

7. Final notes

It's all about balance. Find what works *for you* and try shit out. Really, try. You'll die, you'll learn, you'll adapt with data to back that up. I find it crazy that people will die and not try to learn from it. That's how you will improve as a player.
First you gotta get smarter, then you'll get better. And with time, skill, mechanics, gamesense, all that will improve on the side. Earning more will snowball in your favour. And if you know you're statistically okay, you will have a much smaller gear fear and enjoy the game more.

Sorry for the wall of text, you guys should be used to it with me by now :D I made these guides in video but not in english, so here I am typing it all for you guys.
Enjoy :)
submitted by SixOneZil to EscapefromTarkov [link] [comments]

Ledger Live adds Coin control: Here's why that matters.

Ledger Live adds Coin control: Here's why that matters.
Ledger Live version 2.11.1 (download link) adds Coin control for power users.
The coin control feature gives advanced users more granular control over their wallets. It enables them to change how and which coins are selected when making transactions. This increases their ability to manage their privacy and the network fees they will have to pay to spend their account balance.
More control over your coins

How does it work?

The account balance for Bitcoin and its derivatives consists of all the unspent transaction outputs (UTXOs) in the account. You can think of UTXOs as the coins in a regular wallet. When you receive money, you collect coins in your wallet. Then, when you want to make a payment, you get to choose which coins you pick from your wallet. Do you pick the largest coins first? Or do you want to spend all the smaller value coins to lighten up your wallet? Similar considerations can be made when creating a Bitcoin or Bitcoin derivative (altcoin) transaction.
Before the Coin Control feature was released, all transactions involving Bitcoin (and altcoins) automatically selected their coins using the First-In-First-Out (FIFO) algorithm. This strategy includes the oldest coin in the account, and when the amount is not sufficient the second-oldest coin is added, and so forth.
As of Ledger Live version 2.11.1, users are able to make use of a dedicated Coin Control tool to choose the coin selection strategy and the coins that may be spent.

Using Coin control in Ledger Live

Coin control is available in Advanced options in the Send flow
  1. Click on Send, choose an account to debit, and enter a recipient address. Click on Continue.
  2. Enter an amount and click on Advanced options. You will then see: - The currently selected, default coin selection strategy: Oldest coins first (FIFO). - A toggle to enable Replace-By-Fee (RBF). - A toggle to include coins from unconfirmed, replaceable transactions.
  3. Click on Coin control. The coin control modal opens.
  4. Select a Coin selection strategy from the dropdown menu: - Oldest coins first (FIFO). This is the default strategy that spends the oldest coins first. - Minimize fees (optimize size). This strategy tries to minimize the byte size of the transaction by spending the lowest number of UTXOs. This results in a low network fee. - Minimize future fees (merge coins), This strategy includes the maximum number of inputs so that a potential future price rise does not make smaller UTXOs economically unspendable. If the price of a crypto asset increases too much, small UTXOs may become worth less than the cost of the network fees to spend them.
  5. Select which coins may not be included in the selection by unticking their checkbox. The SELECTED indicator shows which coins will be included in the transaction. By changing the selection strategy and/or coins to include, the user has precise control over which coins end up being spent. The Coins to spend and Change to return indicators show how much is spent from and returned to the account.
  6. Click on Done to return to the Send flow to verify and send the transaction.
The coin control window lets you select the strategy as well as pick the coins. Coins marked SELECTED will be included in the transaction.

Coin status

The following statuses can be displayed for a coin:
  • Coins received in a transaction with 0 confirmations without RBF enabled: PENDING
  • Coins received in a transaction with 0 confirmations with RBF enabled: REPLACEABLE
  • Coins received in a transaction with 1337 confirmations: 1337 CONFIRMATIONS
By enabling the toggle Include coins from unconfirmed, replaceable transactions, replaceable transactions can be selected in the Coin control screen.

The Privacy use case

One of the main use cases for Coin control is to protect one’s privacy. UTXOs are, unfortunately, not perfectly fungible due to their unique history on the blockchain. Therefore, users may want to spend coins from different sources without mixing them together, because this would indicate to an outside observer of the blockchain that these addresses belong to the same account. For instance, if one were to spend coins bought on a KYC exchange, which are associated with the user’s identity, together with coins bought anonymously using cash, the anonymous coins could be linked to the user’s identity.
Another example would be that you would like to prevent spending a high-value coin for smaller purchases because this would unnecessarily show the person you’re paying how much you have. This is similar to not showing the boulanger how much is on your bank account when buying a baguette.

Let us know what you think!

We are excited to release this new feature because we think it will fulfill real needs of an important part of our users. This version of Ledger Live marks an important milestone, but we will continue working on more features that our community wants.
So, we invite you to try out Coin control in Ledger Live and let us know what you think! All feedback is welcome on this thread, on ledgerwallet, and you can send suggestions or get help through our official contact form.
We'd like to close out by underlining our commitment to the Bitcoin community, and our willingness to build the best wallet ecosystem for newbies as well as for power users.
submitted by fabnormal to Bitcoin [link] [comments]

Taproot, CoinJoins, and Cross-Input Signature Aggregation

It is a very common misconception that the upcoming Taproot upgrade helps CoinJoin.
TLDR: The upcoming Taproot upgrade does not help equal-valued CoinJoin at all, though it potentially increases the privacy of other protocols, such as the Lightning Network, and escrow contract schemes.
If you want to learn more, read on!

Equal-valued CoinJoins

Let's start with equal-valued CoinJoins, the type JoinMarket and Wasabi use. What happens is that some number of participants agree on some common value all of them use. With JoinMarket the taker defines this value and pays the makers to agree to it, with Wasabi the server defines a value approximately 0.1 BTC.
Then, each participant provides inputs that they unilaterally control, totaling equal or greater than the common value. Typically since each input is unilaterally controlled, each input just requires a singlesig. Each participant also provides up to two addresses they control: one of these will be paid with the common value, while the other will be used for any extra value in the inputs they provided (i.e. the change output).
The participants then make a single transaction that spends all the provided inputs and pays out to the appropriate outputs. The inputs and outputs are shuffled in some secure manner. Then the unsigned transaction is distributed back to all participants.
Finally, each participant checks that the transaction spends the inputs it provided (and more importantly does not spend any other coins it might own that it did not provide for this CoinJoin!) and that the transaction pays out to the appropriate address(es) it controls. Once they have validated the transaction, they ratify it by signing for each of the inputs it provided.
Once every participant has provided signatures for all inputs it registered, the transaction is now completely signed and the CoinJoin transaction is now validly confirmable.
CoinJoin is a very simple and direct privacy boost, it requires no SCRIPTs, needs only singlesig, etc.

Privacy

Let's say we have two participants who have agreed on a common amount of 0.1 BTC. One provides a 0.105 coin as input, the other provides a 0.114 coin as input. This results in a CoinJoin with a 0.105 coin and a 0.114 coin as input, and outputs with 0.1, 0.005, 0.014, and 0.1 BTC.
Now obviously the 0.005 output came from the 0.105 input, and the 0.014 output came from the 0.114 input.
But the two 0.1 BTC outputs cannot be correlated with either input! There is no correlating information, since either output could have come from either input. That is how common CoinJoin implementations like Wasabi and JoinMarket gain privacy.

Banning CoinJoins

Unfortunately, large-scale CoinJoins like that made by Wasabi and JoinMarket are very obvious.
All you have to do is look for a transactions where, say, more than 3 outputs are the same equal value, and the number of inputs is equal or larger than the number of equal-valued outputs. Thus, it is trivial to identify equal-valued CoinJoins made by Wasabi and JoinMarket. You can even trivially differentiate them: Wasabi equal-valued CoinJoins are going to have a hundred or more inputs, with outputs that are in units of approximately 0.1 BTC, while JoinMarket CoinJoins have equal-valued outputs of less than a dozen (between 4 to 6 usually) and with the common value varying wildly from as low as 0.001 BTC to as high as a dozen BTC or more.
This has led to a number of anti-privacy exchanges to refuse to credit custodially-held accounts if the incoming deposit is within a few hops of an equal-valued CoinJoin, usually citing concerns about regulations. Crucially, the exchange continues to hold private keys for those "banned" deposits, and can still spend them, thus this is effectively a theft. If your exchange does this to you, you should report that exchange as stealing money from its customers. Not your keys not your coins.
Thus, CoinJoins represent a privacy tradeoff:

Taproot

Let's now briefly discuss that nice new shiny thing called Taproot.
Taproot includes two components:
This has some nice properties:

Taproot DOES NOT HELP CoinJoin

So let's review!
CoinJoin:
Taproot:
There is absolutely no overlap. Taproot helps things that CoinJoin does not use. CoinJoin uses things that Taproot does not improve.

B-but They Said!!

A lot of early reporting on Taproot claimed that Taproot benefits CoinJoin.
What they are confusing is that earlier drafts of Taproot included a feature called cross-input signature aggregation.
In current Bitcoin, every input, to be spent, has to be signed individually. With cross-input signature aggregation, all inputs that support this feature are signed with a single signature that covers all those inputs. So for example if you would spend two inputs, current Bitcoin requires a signature for each input, but with cross-input signature aggregation you can sign both of them with a single signature. This works even if the inputs have different public keys: two inputs with cross-input signature aggregation effectively define a 2-of-2 public key, and you can only sign for that input if you know the private keys for both inputs, or if you are cooperatively signing with somebody who knows the private key of the other input.
This helps CoinJoin costs. Since CoinJoins will have lots of inputs (each participant will provide at least one, and probably will provide more, and larger participant sets are better for more privacy in CoinJoin), if all of them enabled cross-input signature aggregation, such large CoinJoins can have only a single signature.
This complicates the signing process for CoinJoins (the signers now have to sign cooperatively) but it can be well worth it for the reduced signature size and onchain cost.
But note that the while cross-input signature aggregation improves the cost of CoinJoins, it does not improve the privacy! Equal-valued CoinJoins are still obvious and still readily bannable by privacy-hating exchanges. It does not improve the privacy of CoinJoin. Instead, see https://old.reddit.com/Bitcoin/comments/gqb3udesign_for_a_coinswap_implementation_fo

Why isn't cross-input signature aggregation in?

There's some fairly complex technical reasons why cross-input signature aggregation isn't in right now in the current Taproot proposal.
The primary reason was to reduce the technical complexity of Taproot, in the hope that it would be easier to convince users to activate (while support for Taproot is quite high, developers have become wary of being hopeful that new proposals will ever activate, given the previous difficulties with SegWit).
The main technical complexity here is that it interacts with future ways to extend Bitcoin.
The rest of this writeup assumes you already know about how Bitcoin SCRIPT works. If you don't understand how Bitcoin SCRIPT works at the low-level, then the TLDR is that cross-input signature aggregation complicates how to extend Bitcoin in the future, so it was deferred to let the develoeprs think more about it.
(this is how I understand it; perhaps pwuille or ajtowns can give a better summary.)
In detail, Taproot also introduces OP_SUCCESS opcodes. If you know about the OP_NOP opcodes already defined in current Bitcoin, well, OP_SUCCESS is basically "OP_NOP done right".
Now, OP_NOP is a do-nothing operation. It can be replaced in future versions of Bitcoin by having that operation check some condition, and then fail if the condition is not satisfied. For example, both OP_CHECKLOCKTIMEVERIFY and OP_CHECKSEQUENCEVERIFY were previously OP_NOP opcodes. Older nodes will see an OP_CHECKLOCKTIMEVERIFY and think it does nothing, but newer nodes will check if the nLockTime field has a correct specified value, and fail if the condition is not satisfied. Since most of the nodes on the network are using much newer versions of the node software, older nodes are protected from miners who try to misspend any OP_CHECKLOCKTIMEVERIFY/OP_CHECKSEQUENCEVERIFY, and those older nodes will still remain capable of synching with the rest of the network: a dedication to strict backward-compatibility necessary for a consensus system.
Softforks basically mean that a script that passes in the latest version must also be passing in all older versions. A script cannot be passing in newer versions but failing in older versions, because that would kick older nodes off the network (i.e. it would be a hardfork).
But OP_NOP is a very restricted way of adding opcodes. Opcodes that replace OP_NOP can only do one thing: check if some condition is true. They can't push new data on the stack, they can't pop items off the stack. For example, suppose instead of OP_CHECKLOCKTIMEVERIFY, we had added a OP_GETBLOCKHEIGHT opcode. This opcode would push the height of the blockchain on the stack. If this command replaced an older OP_NOP opcode, then a script like OP_GETBLOCKHEIGHT 650000 OP_EQUAL might pass in some future Bitcoin version, but older versions would see OP_NOP 650000 OP_EQUAL, which would fail because OP_EQUAL expects two items on the stack. So older versions will fail a SCRIPT that newer versions will pass, which is a hardfork and thus a backwards incompatibility.
OP_SUCCESS is different. Instead, old nodes, when parsing the SCRIPT, will see OP_SUCCESS, and, without executing the body, will consider the SCRIPT as passing. So, the OP_GETBLOCKHEIGHT 650000 OP_EQUAL example will now work: a future version of Bitcoin might pass it, and existing nodes that don't understand OP_GETBLOCKHEIGHT will se OP_SUCCESS 650000 OP_EQUAL, and will not execute the SCRIPT at all, instead passing it immediately. So a SCRIPT that might pass in newer versions will pass for older versions, which keeps the back-compatibility consensus that a softfork needs.
So how does OP_SUCCESS make things difficult for cross-input signatur aggregation? Well, one of the ways to ask for a signature to be verified is via the opcodes OP_CHECKSIGVERIFY. With cross-input signature aggregation, if a public key indicates it can be used for cross-input signature aggregation, instead of OP_CHECKSIGVERIFY actually requiring the signature on the stack, the stack will contain a dummy 0 value for the signature, and the public key is instead added to a "sum" public key (i.e. an n-of-n that is dynamically extended by one more pubkey for each OP_CHECKSIGVERIFY operation that executes) for the single signature that is verified later by the cross-input signature aggregation validation algorithm00.
The important part here is that the OP_CHECKSIGVERIFY has to execute, in order to add its public key to the set of public keys to be checked in the single signature.
But remember that an OP_SUCCESS prevents execution! As soon as the SCRIPT is parsed, if any opcode is OP_SUCCESS, that is considered as passing, without actually executing the SCRIPT, because the OP_SUCCESS could mean something completely different in newer versions and current versions should assume nothing about what it means. If the SCRIPT contains some OP_CHECKSIGVERIFY command in addition to an OP_SUCCESS, that command is not executed by current versions, and thus they cannot add any public keys given by OP_CHECKSIGVERIFY. Future versions also have to accept that: if they parsed an OP_SUCCESS command that has a new meaning in the future, and then execute an OP_CHECKSIGVERIFY in that SCRIPT, they cannot add the public key into the same "sum" public key that older nodes use, because older nodes cannot see them. This means that you might need more than one signature in the future, in the presence of an opcode that replaces some OP_SUCCESS.
Thus, because of the complexity of making cross-input signature aggregation work compatibly with future extensions to the protocol, cross-input signature aggregation was deferred.
submitted by almkglor to Bitcoin [link] [comments]

MW Wyco Wednesday Inventory Update! First 20 Orders Get a Free Syringe or Calendar Raffle Entry! Restocked: GT, B+, PE6, Jedi Mind Fuck, White Teacher, Rusty Whyte, AA+, Blue Meanie NEW: Purple Mystic! Card Payments Back Up and Running on www.MillyWyco.com

www.millywyco.com Stickers=12mL Syringes
MillyWyco is NOT Willy Myco :) (see below)
Any mention of cultivation or anything unrelated to microscopy will not receive a response and orders will be cancelled. This includes DM's, PM's, e-mails, notes with your transaction, feedback of any kind, and thoughts. Don't even think about it! (I'm a mind reader)
Heyooo!! This past week was a little rough not being able to accept card payments, but thanks to Square, that's all resolved! You can continue to pay by card on the site just as before. If anyone placed an order this past week and wasn't sure how to complete your purchase with an app, please let me know and I'll take care of you :)
I'm running just a bit short on time (big surprise) for this post, but I want to get inventory finalized by 5:00 for you early birds. I'll be making a separate post on the sub tonight with some things to look forward to and a small flash giveaway, so stick with me!
So far, the calendar raffle has been going great, and a lot of you are pretty excited about! This is a way to make things more fun and exciting, and have a chance to win some pretty neat stuff EVERY DAY! Check out the Calendar Raffle post on the MW subreddit for details, how to enter, and what's up for grabs!
DO SOMETHING KIND FOR A COMPLETE STRANGER TODAY! Not because you think it will come back to reward you later, or because you get the warm and fuzzies...though both are probably true. Do it because you want to make a change in someone's life and make this world a better place. Do it out of the genuine kindness of your heart, even if it goes unnoticed. The smallest gestures could mean a WORLD of difference...you just don't know it yet ;) I LOVE YOU ALL!!! Seriously...ya'll are THE BEST! <3
Also, when I say "Priority Mail", this is referring to USPS Priority Mail vs. the standard "First Class" mail. All of my orders get my absolute highest priority care and attention, regardless of shipping method. USPS Priority Mail costs me $8, while I only pass on $5 of that to your order...it does not benefit me in any way if you choose this option, I just know those orders need to get to you ASAP, so I make sure to get all of these out on Thursday, with as many standard shipping orders as well. Sometimes it is not humanly possible to get every order from Wednesday out on Thursday, and some ship Friday morning. Thank you for your patience and continued support!!
The first 20 orders placed after this post (Order #14779-14798) will receive an additional free syringe with their order!
ALSO...in addition to the first 20 promo, any order number ending in 1, 0 or 2 on 10/21 only will also get a free syringe! If you are in the first 20, and your order number ends in 1, 0, or 2, you get both!
If your order number ends in 21 (#14821, 14921, etc.) the week of 10/21 only, I will be in contact to arrange your special gift. Either you can have a double order (you ordered 5, I'll ask which other 5 you'd like...if you ordered 10, you'll get 20, etc), or you can choose to make that order free, (refunded if already paid) totally up to you!
This week, I have restocked a few favorites, including Golden Teacher, B+, PE6, Albino A+, KSSS, Blue Meanie, White Teacher, Jedi Mind Fuck, Rusty Whyte, and a few others!
The new variety this week is one I haven't had in over a year, and I am oh so proud to bring back Purple Mystic! I have several new varieties undergoing quality testing now, and should be ready by the end of the month!
Thank you so much to everyone who has subscribed to a subscription box! Each and every month, these boxes will get better and better :) Newsletters will go out on the first of each month, regardless of when your plan is set to renew. In these newsletters will also be the winner of the random equipment raffle for MASTER PLAN members! This could be a sterilization wand, dehydrator, magnetic stir plate, or other super duper helpful tools in the hobby. Last month, 3 lucky Master Box subscribers received a pressure cooker, UV-C light sterilization wand, and a dehydrator!
PLEASE USE COUPON CODES if ordering on the site for discounts!! Please see below:
2PACK - $20 for two cubensis syringes
5PACK - Classic and most popular $30 dealio for 5 cubensis varieties. Also works in multiples of 5 as well, so if you need 15 syringes, this code will be good for 3- 5 packs, and you only need to place one order.
NEEDMORE - 5 cubensis varieties for $30 plus 1 exotic add-on for $10...total $40
NEEDMORE2 - 5 cubensis varieties for $30 plus 2 exotic add-ons for $20...total $50
NEEDMORE3 - 5 cubensis varieties for $30 plus 3 exotic add-ons for $30...total $60
...and so on. Currently, this is setup for up to 5 exotic add-ons. If you have an order that does not meet these codes, such as adding on more than 5 exotics, getting 7 cubensis varieties, etc. please send me a message and I will build you a coupon code to match your order in a timely manner.
Shipping not available to ID, GA, or CA (yes, really)
Spore syringes are for microscopy use only
Any reference to cultivation will exclude you from placing an order and we may never speak again. I want to talk to you. Don't do it!
There are no exceptions to these rules. You have been warned.
PAYMENT METHODS ACCEPTED: Major Credit/Debit cards, Zelle, Cash App, Venmo, Google Pay, Apple Pay, Bitcoin and Amazon gift cards
PayPal is NOT available to me at this time.
Also, I am the fee master! I get charged fees left and right that I don't pass on to you from shipping and third party payments. If you'd like to throw me a tip, however much it may be, I'd love you forever and it really does make a difference! These types of people have allowed me to share with some who are less fortunate. On the other hand, if times are tough for you right now, let's talk about it!
ALL PRICES INCLUDE USPS SHIPPING WITH TRACKING!! I COVER ALL STANDARD SHIPPING COSTS.
Please add an additional $5 to any order if you prefer USPS Priority Mail shipping.
1 syringe for $15
2 syringes for $20
5 syringes for $30
Golden Teacher (LIMITED TO 2 PER ORDER!)
Acadian Coast
Ajax
Alacabenzi
Albino A+
Amazonian
B+ (Be Positive)
Blue Meanie
Burma
Columbian Rust
Corumba Brazil
Costa Rican
Daddy Long Legs
Dancing Tiger
Ecuadorian
Fiji
Golden Mammoth
Golden Teacher
Huautla
Jedi Mind Fuck
Koh Samui Super Strain (KSSS)
Lake Toba (Sumatra, Indonesia)
Lizard King
Mazatapec
McKennaii
Mexican
NorMel
PES Amazon
PES Hawaiian
Puerto Rican
Purple Mystic
Rusty Whyte
Taman Negara
Tasmanian
White Teacher
Wollongong
Z-Strain
THE FOLLOWING EXOTICS ARE NOT PART OF THE 5/$30 MIX-n-MATCH DEALIO, but can be added to the 5/$30 pack for $10 as an add-on, or $15 each by themselves. These are NOT cubensis, and NOT recommended for beginners. USE COUPON CODE "NEEDMORE" on the site to add ONE EXOTIC on to a 5 pack. Want 2 Exotics? Use code NEEDMORE2 or NEEDMORE3 for 3, etc. Currently this is setup to add a maximum of 5 exotics....if you need more, please message me and I'll create a unique coupon code to enter for your order :)
****Penis Envy #6 (PE6)***\*
This actually IS a cubensis variety, but added to exotics list due to rarity and popularity. NOT part of the pick 5.
****Psilocybe Allenii***\*
****Psilocybe Azurescens***\*
****Psilocybe Cyanescens***\*
****Psilocybe Mexicana Galindoi***\*
****Psilocybe Ovoideocystidiata***\*
****Psilocybe Serbica***\*
****Psilocybe Subaeruginosa***\*
****Panaeolus Bisporus***\*
****Panaeolus Cyanescens (Australia)***\*
All syringes are 12cc/mL and come capped with a sterile tip cap, and also include an 18ga 1.5" sterile needle and alcohol pads. Syringes are made in a lab grade environment and the utmost care and attention is the highest priority to be sure they are sterile. Anything exposed to an open air environment is subject to contamination, but I take every precaution possible to minimize this risk. I cannot "guarantee" they are 100% sterile, but I can guarantee that if you have an issue, I will make it right. I really do love to help, and if something happens, I'd like to know about it so I can fix the issue instead of you getting frustrated or giving up!
To ensure equal quantity of spores in each syringe, and for adequate suspension of the spores in the solution, I use a magnetic stir plate. Very often, this does such a good job of breaking up clumps of spores that it will appear to be sparse. THIS IS NOT AN ISSUE! There are still a TON of spores in each syringe, even if you can't see them individually (though most of my syringes appear to have a very good amount of visible spores...even with my horrible eyesight!). You can compare and contrast to see the blackish/purple tint to ensure every syringe is packed with spores. If a spore clump forms during transportation, simply give it a good flick with your finger and vigorously shake to break it up or free it from clinging to the wall of the syringe before examining.
Syringes ship in individual bags clearly labeled as to specific variety and born on date, bubble wrapped and shipped through USPS tracked shipping (discreet) within 24 hours of payment. I send tracking info soon after payment and give updates along the (super quick) way.
Any messages referring to spores being used for anything other than microscopy use will be ignored. Don't do it.
THANK YOU ALL so much again for your continued support!! I appreciate it more than you know! MUSH LOVE
P.S. In no way am I trying to be an impostor. I AM NOT WILLY MYCO. I chose this u/ a while back as sort of a play on words and tribute to a legend most of us recognize, long before I became a spore vendor. I don't want anyone to think I am trying to pass off as him, though I do admire his dedication to the craft! I appreciate all of the kind words, though, from people saying they learned from "my" videos. I wish I could pass on those notes to Willy himself.
Cheers and MUSH LOVE!
MW
submitted by millywyco to Millywyco [link] [comments]

MW Wyco Wednesday is BACK and Better Than Ever After a Long(er than anticipated) Break! First 20 Orders and Orders Ending in 1, 0 or 7 on 10/7 Get Something Special with Their Order! Restocked GT, B+, AA+, KSSS, Jedi Mind Fuck, Z-Strain, PE6 and More! New this wk Acadian Coast, NorMel, White Teacher

www.millywyco.com Stickers=12mL Syringes
MillyWyco is NOT Willy Myco :) (see below)
Any mention of cultivation or anything unrelated to microscopy will not receive a response and orders will be cancelled. This includes DM's, PM's, e-mails, notes with your transaction, feedback of any kind, and thoughts. Don't even think about it! (I'm a mind reader)
Wowowowow! I am in complete awe over the support and love I received during that much needed break. It was needed maybe a bit more than I even knew, and at so many moments during that break, I could literally feel the positive energy coming at me from all sides of this community. I struggled for a couple weeks before the break, going back and forth on whether or not to take a breather, but all of that anxiety went away hearing from all of you about how crucial it is to take time for self-reflection and balance. Mission 100% accomplished. I cannot thank you all enough for giving me this opportunity to live my absolute dream and passion for getting people into this hobby. Ya'll seriously keep me going and I can only help the feeling is mutual.
I'll be writing in a separate post about the highs (and lows) of the journey this past month for any who care to escape from their own reality a bit and step into such a fulfilling adventure with my experiences. I encourage you all to chime in with your own ups, downs and sideways ventures as well! We're all in this together :)
To ensure quality specimens and packaging, and due to the onslaught of orders on Wednesdays, all orders placed on Wednesday will be shipped on Thursday and Friday of that week (ALL Priority Mail and subscription box orders will ship on Thursday). You will receive an email notification with a tracking link when your order ships. I appreciate your patience so hard!
Also, when I say "Priority Mail", this is referring to USPS Priority Mail vs. the standard "First Class" mail. All of my orders get my absolute highest priority care and attention, regardless of shipping method. USPS Priority Mail costs me $8, while I only pass on $5 of that to your order...it does not benefit me in any way if you choose this option, I just know those orders need to get to you ASAP, so I make sure to get all of these out on Thursday, with as many standard shipping orders as well. Sometimes it is not humanly possible to get every order from Wednesday out on Thursday, and some ship Friday morning. Thank you for your patience and continued support!!
The first 20 orders placed after this post (Order #14432-14451) will receive something special with their order! I am giving away a couple super cool tapestries, a few books that can benefit everyone in this community, a few hand-made fabric mushroom masks, and some resin crafts, as well as unlisted variety syringes! Quantities of the special items are very limited, so requests cannot be guaranteed, but if you would prefer one of the items mentioned above over another, please add a note with your transaction and I will do my best to make it happen!
ALSO...in addition to the first 20 promo, any order number ending in 1, 0 or 7 on 10/7 only will also get a free unlisted variety! If you are in the first 20, and your order number ends in 1, 0, or 7, you get both!
If your order number ends in 07 (#14507, 14607, etc.) the week of 10/7 only, I will be in contact to arrange your special gift. Either you can have a double order (you ordered 5, I'll ask which other 5 you'd like...if you ordered 10, you'll get 20, etc), or you can choose to make that order free, (refunded if already paid) totally up to you!
This week, I have restocked a few favorites, including Golden Teacher, B+, PE6, Alacabenzi, Albino A+, KSSS, Blue Meanie, Z-Strain, Mazatapec, Jedi Mind Fuck, McKennaii, Tasmanian, Rusty Whyte, Fiji, Columbian Rust and a few others!
New additions to the family this week include Acadian Coast (from southern Louisiana), NorMel (Isolate of MelMak with reverted cap shape), and White Teacher (Leucistic Golden Teacher variety, APE/GT hybrid taking the characteristics of GT lacking pigment)
Thank you so much to everyone who has subscribed to a subscription box! Each and every month, these boxes will get better and better :) Newsletters will go out on the first of each month, regardless of when your plan is set to renew. In these newsletters will also be the winner of the random equipment raffle for MASTER PLAN members! This could be a sterilization wand, dehydrator, magnetic stir plate, or other super duper helpful tools in the hobby. Last month, 3 lucky Master Box subscribers received a pressure cooker, UV-C light sterilization wand, and a dehydrator!
PLEASE USE COUPON CODES if ordering on the site for discounts!! Please see below:
2PACK - $20 for two cubensis syringes
5PACK - Classic and most popular $30 dealio for 5 cubensis varieties. Also works in multiples of 5 as well, so if you need 15 syringes, this code will be good for 3- 5 packs, and you only need to place one order.
NEEDMORE - 5 cubensis varieties for $30 plus 1 exotic add-on for $10...total $40
NEEDMORE2 - 5 cubensis varieties for $30 plus 2 exotic add-ons for $20...total $50
NEEDMORE3 - 5 cubensis varieties for $30 plus 3 exotic add-ons for $30...total $60
...and so on. Currently, this is setup for up to 5 exotic add-ons. If you have an order that does not meet these codes, such as adding on more than 5 exotics, getting 7 cubensis varieties, etc. please send me a message and I will build you a coupon code to match your order in a timely manner.
Shipping not available to ID, GA, or CA (yes, really)
Spore syringes are for microscopy use only
Any reference to cultivation will exclude you from placing an order and we may never speak again. I want to talk to you. Don't do it!
There are no exceptions to these rules. You have been warned.
PAYMENT METHODS ACCEPTED: Major Credit/Debit cards, Zelle, Cash App, Venmo, Google Pay, Apple Pay, Bitcoin and Amazon gift cards
PayPal is NOT available to me at this time.
Also, I am the fee master! I get charged fees left and right that I don't pass on to you from shipping and third party payments. If you'd like to throw me a tip, however much it may be, I'd love you forever and it really does make a difference! These types of people have allowed me to share with some who are less fortunate. On the other hand, if times are tough for you right now, let's talk about it!
ALL PRICES INCLUDE USPS SHIPPING WITH TRACKING!! I COVER ALL STANDARD SHIPPING COSTS.
Please add an additional $5 to any order if you prefer USPS Priority Mail shipping.
1 syringe for $15
2 syringes for $20
5 syringes for $30
Golden Teacher (LIMITED TO 2 PER ORDER!)
Acadian Coast
Ajax
Alacabenzi
Albino A+
Amazonian
B+ (Be Positive)
Blue Meanie
Burma
Columbian Rust
Corumba Brazil
Costa Rican
Daddy Long Legs
Ecuadorian
Fiji
Golden Mammoth
Golden Teacher
Huautla
Jedi Mind Fuck
Koh Samui Super Strain (KSSS)
Lake Toba (Sumatra, Indonesia)
Lizard King
Mazatapec
McKennaii
Mexican
NorMel
PES Amazon
PES Hawaiian
Rusty Whyte
Taman Negara
Tasmanian
White Teacher
Wollongong
Z-Strain
THE FOLLOWING EXOTICS ARE NOT PART OF THE 5/$30 MIX-n-MATCH DEALIO, but can be added to the 5/$30 pack for $10 as an add-on, or $15 each by themselves. These are NOT cubensis, and NOT recommended for beginners. USE COUPON CODE "NEEDMORE" on the site to add ONE EXOTIC on to a 5 pack. Want 2 Exotics? Use code NEEDMORE2 or NEEDMORE3 for 3, etc. Currently this is setup to add a maximum of 5 exotics....if you need more, please message me and I'll create a unique coupon code to enter for your order :)
****Penis Envy #6 (PE6)***\*
This actually IS a cubensis variety, but added to exotics list due to rarity and popularity. NOT part of the pick 5.
****Gymnopilus Spectabilis***\*
****Psilocybe Allenii***\*
****Psilocybe Azurescens***\*
****Psilocybe Cyanescens***\*
****Psilocybe Mexicana Galindoi***\*
****Psilocybe Ovoideocystidiata***\*
****Psilocybe Serbica***\*
****Psilocybe Subaeruginosa***\*
****Panaeolus Bisporus***\*
****Panaeolus Cyanescens (Australia)***\*
All syringes are 12cc/mL and come capped with a sterile tip cap, and also include an 18ga 1.5" sterile needle and alcohol pads. Syringes are made in a lab grade environment and the utmost care and attention is the highest priority to be sure they are sterile. Anything exposed to an open air environment is subject to contamination, but I take every precaution possible to minimize this risk. I cannot "guarantee" they are 100% sterile, but I can guarantee that if you have an issue, I will make it right. I really do love to help, and if something happens, I'd like to know about it so I can fix the issue instead of you getting frustrated or giving up!
To ensure equal quantity of spores in each syringe, and for adequate suspension of the spores in the solution, I use a magnetic stir plate. Very often, this does such a good job of breaking up clumps of spores that it will appear to be sparse. THIS IS NOT AN ISSUE! There are still a TON of spores in each syringe, even if you can't see them individually (though most of my syringes appear to have a very good amount of visible spores...even with my horrible eyesight!). You can compare and contrast to see the blackish/purple tint to ensure every syringe is packed with spores. If a spore clump forms during transportation, simply give it a good flick with your finger and vigorously shake to break it up or free it from clinging to the wall of the syringe before examining.
Syringes ship in individual bags clearly labeled as to specific variety and born on date, bubble wrapped and shipped through USPS tracked shipping (discreet) within 24 hours of payment. I send tracking info soon after payment and give updates along the (super quick) way.
Any messages referring to spores being used for anything other than microscopy use will be ignored. Don't do it.
THANK YOU ALL so much again for your continued support!! I appreciate it more than you know! MUSH LOVE
P.S. In no way am I trying to be an impostor. I AM NOT WILLY MYCO. I chose this u/ a while back as sort of a play on words and tribute to a legend most of us recognize, long before I became a spore vendor. I don't want anyone to think I am trying to pass off as him, though I do admire his dedication to the craft! I appreciate all of the kind words, though, from people saying they learned from "my" videos. I wish I could pass on those notes to Willy himself.
Cheers and MUSH LOVE!
MW
submitted by millywyco to Millywyco [link] [comments]

Swap Bitcoin With These Top Ranking Services

There are multiple crypto exchange (bitcoin swap) services that help you covert cryptocurrencies. Most of these services are non-custodial and do not require signup. Using these services, you can convert bitcoin or altcoins. In addition, some of these services also offer to buy and sell cryptocurrencies using fiat. Let’s dive in.

How do Bitcoin Swaps work?

Let’s say you want to convert 1 BTC to ETH. Here is an overview of the exchange process step by step.

ShapeShift

ShapeShift is one of the oldest crypto exchange services. The company was founded in 2014 by Erik Voorhees.
You don’t need to signup for crypto-asset exchange equivalent up to $50K.
In addition, you can sign up and connect your wallets to exchange your crypto on Shapeshift, if you want high-value exchange. ShapeShift also has a Fox token, using which you can avoid fees.
Other than a crypto exchange service, Shapeshift also built other products, such as CoinCap, a crypto market API provider, and Keepkey, a hardware wallet.
ShapeShift features:

ChangeNow

ChangeNow is one of the most reliable crypto exchange services. It doesn’t require any signup and doesn’t impose a maximum limit.
In addition, you can also buy cryptocurrencies using your Master or Visa card with ChangeNow.
The team has built multiple products around coin conversion. Such as NowPayments helps you accept payment in any cryptocurrencies and convert in the currency of your choice instantly.
ChangeNow features:

SwapLab

Swaplab is a simple crypto exchange service using which you can convert Bitcoin and other altcoins. Like other services, It is a non-custodial and doesn’t require any signup or account creation.
SwapLab features:

Cryptmixer

Cryptmixer is a non-custodial coin swap service that does not require any account creation.
Unlike other coin exchange services, Cryptmixer is transparent about the fee. It charges .05% as an exchange fee and has high exchange limits.
Cryptmixer features:

SimpleSwap

SimpleSwap supports more than 225 cryptocurrencies. It’s non-custodial with no signup needed.
In addition, anyone can integrate with SimpleSwap using its APIs and earn a commission for every conversion.
SimpleSwap features:

Swapzone

Swapzone is an exchange aggregator working with non-custodial instant cryptocurrency swap services. Currently, the service supports over 300 assets for swaps at best rates and operates through 10+ partnering platforms (for example, Changelly, SimpleSwap, Godex, and ChangeNOW). The aim of the platform is to provide as much information on cryptocurrency swap rates and services as possible, all in one convenient interface.
Swapzone features:

Wrapping up…

Cryptmixer is a crypto exchange aggregator that shows the best exchange prices by scanning multiple websites. Therefore, you would like to check it out before using the services mentioned above.
In addition, many of these crypto exchange services provide APIs, widgets, affiliate links, and white label solutions. You can earn commission by integrating or advertising these services.
submitted by MonishaNuij to MonMonCrypto [link] [comments]

Two Prime, under the radar coin worth looking into.

Two Prime has released their FF1 MacroToken.
"We show how this methodology can be applied as an Open Source application, in the vein of BTC and ETH, with all the creative and value generative potential that comes along with it. We leverage store of value functions of cryptocurrencies to arrive at value creation and accretion in the real economy by the intermediary of crypto exchanges on which we propose to provide protective measures. We detail treasury and reserve formation for the Open Source Finance Foundation, describe its relation to Two Prime and detail the emission of a new crypto-asset called the FF1 Token.
We seek liquidity for the FF1 treasury within the secondary exchanges for the purpose of applying M4 in the real world, both in the private and public sector. We first apply this to the vertical of cryptocurrencies while outlining the genericity and stability of the model which we indeed to apply to esoteric financial needs (e.g. Smart City financing). In so doing, we extend the scope and control of applications that a system of digital units of value stored on decentralized, public ledgers can aim to advance. We call this approach Open Source Finance and the resulting coin class a MacroToken.
MODERN MONETARY THEORY FRAMEWORKModern Monetary Theory states two interdependent phenomenological axioms and the banking system operates on a resulting syllogism:
In the past 10 years, the formation and emergence of BTC and ETH has verifiably falsified Axiom 2 [1]. The phenomenon of crypto-currencies has created ab-initio global stores of value of type 1a. Cryptoc Currencies have displaced trust by means of government violence and associated, implied violence, with instead, open source distribution, cloud computing, objective mathematics, and the algorithmic integrity of blockchain ledgers. The first “killer app” of these open source ledgers areis stores of value, e.g. Bitcoin, or “open source money” as it was first characterized by its semi-anonymous creators. Leading crypto-currencies have proven themselves as viable global stores of value. They are regulated as Gold is in the United States. However, as type 1a units of value, they have tended towards high volatility inevitably leading to speculative market behavior and near 0 “real” asset-” backing or floor price [2], albeit with an aggregate value of $350bn ab-initio creation.
We therefore advance Axiom 2 to Axiom 2’
At N < 1 we have dilutive debasement of fungible units of value, aka inflation. At 1, the new monies are therefore stable coins. At N > 1, these tokens are designed to grow with demand. Axiom Two Prime (or 2’) displaces government endorsed violence as our macro-socio organizing principle, with algorithmic objectivity and verifiable transparency. This occurs within the landscape we call Open Source Finance.
THE TWO PRIME MODEL
Two Prime refers to the financial management company managing the OSFF. FF1 refers to the Macro Token of the OSFF. The first stage is reserve and treasury formation, the second stage describes the mechanics of the public markets and the protective measures of the reserves and third stage is treasury liquidity via the Continuous Token Offering both in public and private markets. We will now describe these in more detail.
MACRO INVESTMENT THESIS AND RATIONALE FOR FF1The FF1 MacroToken is a synthetic token based on the proven killer applications of Cryptoc-Currencies. After 110 years since the inception of the blockchain technology, the killer apps of crypto are already here and they are primarily all financial, not technical. The historical killers apps are:
The FF1 MacroToken is a pot-pourri of these features, a synthetic token that mixes the best of breed practices of crypto mixing Store-of-Value, Capital Formation and Fractional Asset-Backing.
MACRO INVESTMENT THESIS AND RATIONALE FOR FF1Treasury Generation: Ab-Initio Store of Value On the supply side, The OSFFTwo Prime has created is creating 100, 000, 000 FF1 Macro Tokens, which it keeps in treasury. They are pure stores of value for they have no assets backing them at birth. They are ab-initio instruments. The FF1 Macro Tokens are listed on public crypto exchanges. Two Prime manages operates market- making for these stores of value.
Treasury Management: Supply- Side Tokenomics All FF1 are held in the Open Source Finance Foundation treasury. Crypto aAssets that enter into treasury are, at first, not traded. The FF1 supply will be offered upon sufficient demand. which Two Prime generates publicly and privately. The total supply will be finite in total units (100, 000, 000), but variable in its aggregate value for supply and demand will make the price move. The proceeds are the property of the OSFF (not Two Prime) and Two Prime places invests the liquid treasury (post FF1 liquidation) in crypto assets to protect against depreciation and create a macro-hedge reserve andor floor for the price. It should be noted that the price and the NAV of assets are, by design, not equal. In other words, the additional OSFF treasury is locked and can enter circulation if, and only if, there is a corresponding demand which is then placed invested in crypto assets with a target value N 1. This results in fractional asset- backing at first.
EXCHANGES, CONTINUOUS TOKEN OFFERING, AND DEMAND- SIDE TOKENOMICSPublic Exchanges Two Prime will maintain listings for the FF1 Tokens on behalf of the OSFF. Two Prime maintains market- making operations in public crypto exchanges on behalf of the OSFF.
Continuous Token Offering Two Prime works on creating new liquidity for the FF1 Macro Tokens to comply with the supply side constraints detailed above, namely that a token enters circulation when matched by demand. Two Prime does demand generation in public as above as well as private. This CTO results in something akin to a reverse-ICO, letting the reserves be set by public trading and then marketing to private purchasers investors (accredited US for example) after the public liquidity event. Demand generation is done via marketing to relevant audiences, e.g. as a macro way to HODL with exclusive private equity investments for crypto holders, and as a diversified and de-risked way to gain crypto exposure for FIAT holders (Sharpe ratio: 1.55, Beta to BTC: 0.75).
PARTNER NETWORK, USE OF PROCEEDS, ACCRETION AND FLOOR PROTECTIONThough this mathematical approach allows for a broad and differentiated set of financial applications and outcomes, Two Prime founding Members will first apply this work to the realm of project finance within the Blockchain space via algorithmic balancing of an equity and debt based treasury consisting of real crypto assets and future cash flows.
Proof of Value Mining in Partner Network Funds and projects can apply to the foundation for financing. This is the partner network and is akin to the way a network of miners secure the chain. Here a network of partners protects the value. The Foundation invests the proceeds in liquid crypto assets, interest bearing crypto assets and equity crypto assets via partner funds, creating a bridge to the real economy (crypto companies) in the last step. The foundation holds these (real economic) assets.
M4 Asset Mix The funds raised are invested in public and private sector projects. We consider the following mix
This completes the M4 step and the flow of funds for the FF1 Token. It shows a feedback loop, for the Foundation can buy back it’s token, leading to an idiosyncratic tokenomics: the FF1 Token has a fixed (and potentially diminishing) SUPPLY alongside (potentially increasing) endogenous and exogenous DEMAND."
This seems pretty interesting imo, thoughts?
submitted by Stock-Accountant to CryptoMoonShots [link] [comments]

Why Osana takes so long? (Programmer's point of view on current situation)

I decided to write a comment about «Why Osana takes so long?» somewhere and what can be done to shorten this time. It turned into a long essay. Here's TL;DR of it:
The cost of never paying down this technical debt is clear; eventually the cost to deliver functionality will become so slow that it is easy for a well-designed competitive software product to overtake the badly-designed software in terms of features. In my experience, badly designed software can also lead to a more stressed engineering workforce, in turn leading higher staff churn (which in turn affects costs and productivity when delivering features). Additionally, due to the complexity in a given codebase, the ability to accurately estimate work will also disappear.
Junade Ali, Mastering PHP Design Patterns (2016)
Longer version: I am not sure if people here wanted an explanation from a real developer who works with C and with relatively large projects, but I am going to do it nonetheless. I am not much interested in Yandere Simulator nor in this genre in general, but this particular development has a lot to learn from for any fellow programmers and software engineers to ensure that they'll never end up in Alex's situation, especially considering that he is definitely not the first one to got himself knee-deep in the development hell (do you remember Star Citizen?) and he is definitely not the last one.
On the one hand, people see that Alex works incredibly slowly, equivalent of, like, one hour per day, comparing it with, say, Papers, Please, the game that was developed in nine months from start to finish by one guy. On the other hand, Alex himself most likely thinks that he works until complete exhaustion each day. In fact, I highly suspect that both those sentences are correct! Because of the mistakes made during early development stages, which are highly unlikely to be fixed due to the pressure put on the developer right now and due to his overall approach to coding, cost to add any relatively large feature (e.g. Osana) can be pretty much comparable to the cost of creating a fan game from start to finish. Trust me, I've seen his leaked source code (don't tell anybody about that) and I know what I am talking about. The largest problem in Yandere Simulator right now is its super slow development. So, without further ado, let's talk about how «implementing the low hanging fruit» crippled the development and, more importantly, what would have been an ideal course of action from my point of view to get out. I'll try to explain things in the easiest terms possible.
  1. else if's and lack any sort of refactoring in general
The most «memey» one. I won't talk about the performance though (switch statement is not better in terms of performance, it is a myth. If compiler detects some code that can be turned into a jump table, for example, it will do it, no matter if it is a chain of if's or a switch statement. Compilers nowadays are way smarter than one might think). Just take a look here. I know that it's his older JavaScript code, but, believe it or not, this piece is still present in C# version relatively untouched.
I refactored this code for you using C language (mixed with C++ since there's no this pointer in pure C). Take a note that else if's are still there, else if's are not the problem by itself.
The refactored code is just objectively better for one simple reason: it is shorter, while not being obscure, and now it should be able to handle, say, Trespassing and Blood case without any input from the developer due to the usage of flags. Basically, the shorter your code, the more you can see on screen without spreading your attention too much. As a rule of thumb, the less lines there are, the easier it is for you to work with the code. Just don't overkill that, unless you are going to participate in International Obfuscated C Code Contest. Let me reiterate:
Perfection is achieved, not when there is nothing more to add, but when there is nothing left to take away.
Antoine de Saint-Exupéry
This is why refactoring — activity of rewriting your old code so it does the same thing, but does it quicker, in a more generic way, in less lines or simpler — is so powerful. In my experience, you can only keep one module/class/whatever in your brain if it does not exceed ~1000 lines, maybe ~1500. Splitting 17000-line-long class into smaller classes probably won't improve performance at all, but it will make working with parts of this class way easier.
Is it too late now to start refactoring? Of course NO: better late than never.
  1. Comments
If you think that you wrote this code, so you'll always easily remember it, I have some bad news for you: you won't. In my experience, one week and that's it. That's why comments are so crucial. It is not necessary to put a ton of comments everywhere, but just a general idea will help you out in the future. Even if you think that It Just Works™ and you'll never ever need to fix it. Time spent to write and debug one line of code almost always exceeds time to write one comment in large-scale projects. Moreover, the best code is the code that is self-evident. In the example above, what the hell does (float) 6 mean? Why not wrap it around into the constant with a good, self-descriptive name? Again, it won't affect performance, since C# compiler is smart enough to silently remove this constant from the real code and place its value into the method invocation directly. Such constants are here for you.
I rewrote my code above a little bit to illustrate this. With those comments, you don't have to remember your code at all, since its functionality is outlined in two tiny lines of comments above it. Moreover, even a person with zero knowledge in programming will figure out the purpose of this code. It took me less than half a minute to write those comments, but it'll probably save me quite a lot of time of figuring out «what was I thinking back then» one day.
Is it too late now to start adding comments? Again, of course NO. Don't be lazy and redirect all your typing from «debunk» page (which pretty much does the opposite of debunking, but who am I to judge you here?) into some useful comments.
  1. Unit testing
This is often neglected, but consider the following. You wrote some code, you ran your game, you saw a new bug. Was it introduced right now? Is it a problem in your older code which has shown up just because you have never actually used it until now? Where should you search for it? You have no idea, and you have one painful debugging session ahead. Just imagine how easier it would be if you've had some routines which automatically execute after each build and check that environment is still sane and nothing broke on a fundamental level. This is called unit testing, and yes, unit tests won't be able to catch all your bugs, but even getting 20% of bugs identified at the earlier stage is a huge boon to development speed.
Is it too late now to start adding unit tests? Kinda YES and NO at the same time. Unit testing works best if it covers the majority of project's code. On the other side, a journey of a thousand miles begins with a single step. If you decide to start refactoring your code, writing a unit test before refactoring will help you to prove to yourself that you have not broken anything without the need of running the game at all.
  1. Static code analysis
This is basically pretty self-explanatory. You set this thing once, you forget about it. Static code analyzer is another «free estate» to speed up the development process by finding tiny little errors, mostly silly typos (do you think that you are good enough in finding them? Well, good luck catching x << 4; in place of x <<= 4; buried deep in C code by eye!). Again, this is not a silver bullet, it is another tool which will help you out with debugging a little bit along with the debugger, unit tests and other things. You need every little bit of help here.
Is it too late now to hook up static code analyzer? Obviously NO.
  1. Code architecture
Say, you want to build Osana, but then you decided to implement some feature, e.g. Snap Mode. By doing this you have maybe made your game a little bit better, but what you have just essentially done is complicated your life, because now you should also write Osana code for Snap Mode. The way game architecture is done right now, easter eggs code is deeply interleaved with game logic, which leads to code «spaghettifying», which in turn slows down the addition of new features, because one has to consider how this feature would work alongside each and every old feature and easter egg. Even if it is just gazing over one line per easter egg, it adds up to the mess, slowly but surely.
A lot of people mention that developer should have been doing it in object-oritented way. However, there is no silver bullet in programming. It does not matter that much if you are doing it object-oriented way or usual procedural way; you can theoretically write, say, AI routines on functional (e.g. LISP)) or even logical language if you are brave enough (e.g. Prolog). You can even invent your own tiny programming language! The only thing that matters is code quality and avoiding the so-called shotgun surgery situation, which plagues Yandere Simulator from top to bottom right now. Is there a way of adding a new feature without interfering with your older code (e.g. by creating a child class which will encapsulate all the things you need, for example)? Go for it, this feature is basically «free» for you. Otherwise you'd better think twice before doing this, because you are going into the «technical debt» territory, borrowing your time from the future by saying «I'll maybe optimize it later» and «a thousand more lines probably won't slow me down in the future that much, right?». Technical debt will incur interest on its own that you'll have to pay. Basically, the entire situation around Osana right now is just a huge tale about how just «interest» incurred by technical debt can control the entire project, like the tail wiggling the dog.
I won't elaborate here further, since it'll take me an even larger post to fully describe what's wrong about Yandere Simulator's code architecture.
Is it too late to rebuild code architecture? Sadly, YES, although it should be possible to split Student class into descendants by using hooks for individual students. However, code architecture can be improved by a vast margin if you start removing easter eggs and features like Snap Mode that currently bloat Yandere Simulator. I know it is going to be painful, but it is the only way to improve code quality here and now. This will simplify the code, and this will make it easier for you to add the «real» features, like Osana or whatever you'd like to accomplish. If you'll ever want them back, you can track them down in Git history and re-implement them one by one, hopefully without performing the shotgun surgery this time.
  1. Loading times
Again, I won't be talking about the performance, since you can debug your game on 20 FPS as well as on 60 FPS, but this is a very different story. Yandere Simulator is huge. Once you fixed a bug, you want to test it, right? And your workflow right now probably looks like this:
  1. Fix the code (unavoidable time loss)
  2. Rebuild the project (can take a loooong time)
  3. Load your game (can take a loooong time)
  4. Test it (unavoidable time loss, unless another bug has popped up via unit testing, code analyzer etc.)
And you can fix it. For instance, I know that Yandere Simulator makes all the students' photos during loading. Why should that be done there? Why not either move it to project building stage by adding build hook so Unity does that for you during full project rebuild, or, even better, why not disable it completely or replace with «PLACEHOLDER» text for debug builds? Each second spent watching the loading screen will be rightfully interpreted as «son is not coding» by the community.
Is it too late to reduce loading times? Hell NO.
  1. Jenkins
Or any other continuous integration tool. «Rebuild a project» can take a long time too, and what can we do about that? Let me give you an idea. Buy a new PC. Get a 32-core Threadripper, 32 GB of fastest RAM you can afford and a cool motherboard which would support all of that (of course, Ryzen/i5/Celeron/i386/Raspberry Pi is fine too, but the faster, the better). The rest is not necessary, e.g. a barely functional second hand video card burned out by bitcoin mining is fine. You set up another PC in your room. You connect it to your network. You set up ramdisk to speed things up even more. You properly set up Jenkins) on this PC. From now on, Jenkins cares about the rest: tracking your Git repository, (re)building process, large and time-consuming unit tests, invoking static code analyzer, profiling, generating reports and whatever else you can and want to hook up. More importantly, you can fix another bug while Jenkins is rebuilding the project for the previous one et cetera.
In general, continuous integration is a great technology to quickly track down errors that were introduced in previous versions, attempting to avoid those kinds of bug hunting sessions. I am highly unsure if continuous integration is needed for 10000-20000 source lines long projects, but things can be different as soon as we step into the 100k+ territory, and Yandere Simulator by now has approximately 150k+ source lines of code. I think that probably continuous integration might be well worth it for Yandere Simulator.
Is it too late to add continuous integration? NO, albeit it is going to take some time and skills to set up.
  1. Stop caring about the criticism
Stop comparing Alex to Scott Cawton. IMO Alex is very similar to the person known as SgtMarkIV, the developer of Brutal Doom, who is also a notorious edgelord who, for example, also once told somebody to kill himself, just like… However, being a horrible person, SgtMarkIV does his job. He simply does not care much about public opinion. That's the difference.
  1. Go outside
Enough said. Your brain works slower if you only think about games and if you can't provide it with enough oxygen supply. I know that this one is probably the hardest to implement, but…
That's all, folks.
Bonus: Do you think how short this list would have been if someone just simply listened to Mike Zaimont instead of breaking down in tears?
submitted by Dezhitse to Osana [link] [comments]

How to use bitcoin mixer BestMixer.IO (EN) - YouTube How Does Bitcoin Mining Work? HOW does BITCOIN WORK for dummies #DarkWeb - Bitcoin Mixer - YouTube How Does Bitcoin Mining Work? Here's How You Can Do It ...

How does a Bitcoin Mixer work? Bitcoin tumbling (mixing) involves the usage of a third party service to break the connection between a wallet address sending coins and the addresses receiving coins. So if a person does not wish the whole world to know from where they got their coins, and/or to which addresses the Bitcoins are sent, then tumbling is the way to go. How does Bitcoin Mixing work? Bitcoin mixing works in a pretty straightforward way. It involves the use of a third-party software where you can send your coins and who will swap the coins previously sent by other users back to you in the same amount. This way, the trail of Bitcoin transactions made by the coins you wanted to mix will be broken and will be replaced by a new coin that will have ... Bitcoin mining is the process by which new bitcoins are entered into circulation, but it is also a critical component of the maintenance and development of the blockchain ledger. It does not matter if you use a Bitcoin mixer, tumbler or scrambler since all these terms mean one thing – an online platform which is used for disconnecting the sender’s and the recipient’s addresses within a transaction by means of adding coins to the general pool and mixing them with coins of other users and private reserves of the service. This process is performed with the goal to ... How Does Bitcoin Mining Work? Step 1: Imagine you want to buy a bed and pay using Bitcoins. If the cost of the bed is $300, it will be around 0.046510 Bitcoin (as of writing this, that is). While you buy the bed, other people around the world also buy things with Bitcoin. Step 2: The Bitcoin mining nodes (the computers) are told about these transactions that are happening. Step 3: Now, the ...

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How to use bitcoin mixer BestMixer.IO (EN) - YouTube

July 24 (Bloomberg) --- Bitcoin mining is the complicated process through which new bitcoins are made. So how does it work? Bloomberg and Switch-Video explain. (Source: Bloomberg) -- Subscribe to ... I simple explanation video of how does Bitcoin work for dummies. I explain how Bitcoin works for beginners. Hopefully, this helps you to get a better idea! I explain how Bitcoin works for beginners. Eugene & Samantha –Providing news, insight, and commentary on the cryptocurrency space Follow Us @ https://twitter.com/coffee_bitcoin https://www.facebook.co... Now that the price of Bitcoin has skyrocketed once again, many people will be looking to get involved. One possible way is through Bitcoin mining. There are ... A brief intro to the main ideas behind How Bitcoin Works, including how money is transferred, who keeps track of it, and how the whole thing is secured. Want...

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